253 Matching Annotations
  1. Last 7 days
    1. Consider voluntary “permadeath” playings of games (Keogh2013a), in which a player agrees to the new rule that theywill stop playing a game entirely if they die. This enormouslyintensifies all violent acts in play by restoring a sense of riskand mortality to each moment. Various games have sought tofold this spirit of play into their rules with some success, fromDayZ’s literal permadeath to the punishing grind of Dark Souls,making them a more consequential experience of violence.I’ll end with a hopeful note care of my game design idol,Robert Yang. There are seeds of something very powerful in hisgame Hurt Me Plenty. In it a violent act—striking someone—isreframed by the intimate and erotic world of BDSM. Yang’sdecision to have a cool-down period for the virtual partner torecover is both tender and an acknowledgment of the physi-cality of the act.

      Rain World too!

    2. From the formal technicalities of parameters tothe warm glow of a sunset across a limpid pool, virtual wateris both technology and story, code and emotion. Most of all,in a gallery setting you can appreciate the water itself, withoutthe distraction of having somewhere else to be or someoneelse to kill.You may find your understanding of real, wet water chang-ing too. When I returned to my hometown of Wellington,New Zealand for a visit after making the game, I sat by its har-bor and stared into the water. I watched caustics I only knewthe name of thanks to making a video game; I blinked intothe dazzling reflections of the sun; I thought about the “pro-cessing power” of physics itself, capable of such refractive bril-liance.

      I feel this is a you thing. Your thoughts as you created this... which, is a perpetuation of yourself. Your hegemony. Your visibility. One thing would be for this book to be anonymous and out there, but as it is, it's pretentious, self-confirming, an attempt to make the redundant heroic.

    3. Computation is a key part of how a game means what itmeans.

      It's a language that automates electrons. It's, in a way, instructions that perpetuate a set of inanimate inorganic workers in the form of small pulses of light. It's morse code, but for a complex transcription system that turns it into orders. It's yet a human-made way to organise stuff...

    4. Long after you have moved on, if you have been kindenough to leave your computer on and the game running,CPU Sisyphus will push ever onward, making computationafter computation on that infinite hill (see figure 3.6).CODA: THE VIEW FROM THE BOTTOMVideo games, or, perhaps more to the point, computer games,are fundamentally made of computation. The system runninga game, whether it’s a PC, a PlayStation, or a pocket calculator,sends electrons streaming though logic gates in just such away that, up at your end of things, the show goes on. For thatreason, making a video game is very much about a conversa-tion with the stuff of computation. Developers must think interms of what a computer does well, from tireless repetition toprodigious memory to lightning-fast mathematics. We mustspeak their language.

      A bit of a pedantic turn, but sure...

    5. The term “stuff” is rather hard to pindown, and I don’t plan to try. Anthropologist Daniel Miller(2010, 1), who studies diverse cultural uses of everyday objectsand who literally wrote a book called Stuff, takes the same line.He opens his discussion of the idea with: “don’t, just don’t, askfor or expect a clear definition of ‘stuff’.” And yet, as Miller’swork emphasizes again and again in studies of key artifactsfrom diverse countries, it’s the stuff all around us—from saristo cellphones—that shapes how we think and live.

      It's a book about design elements and likely of materiality too. About periludic components, but also about systems and mechanics, probably.

    Annotators

    1. As games scholars we should ask, is it fair to some game playersthat they are specifically targeted for monetization and personalization?Are existing monetization processes clear and transparent to players? Whattools can be provided to younger and vulnerable players to navigate theconduct and speech they encounter in multiplayer games? Indeed, the complexadvertising infrastructure underpinning many online games, especiallyfree-to-play (Nieborg, Poell, and Deuze 2019), raises many policy challenges.Many European countries policy makers and regulators are asking if gamesare crossing boundaries into gambling and banking

      Males are vulnerable, males are targeted.

    Annotators

  2. Mar 2026
    1. in the absence of any opportunity toacquire stable employment, personify a form of soft capitalism that seemsat once both inevitable and individually fulfilling.As McRobbie (2016) points out, underlying this forced entrepreneurshipis a dispositif of creativity that places all the risk on these mostly youngpeople by holding out an unlikely promise of ‘making it’, of being able to oneday reap the rewards of creativity without having to ask the hard questionsabout sustainable livelihoods.

      Shared success, but no shared failure. Shared visibility, but no shared responsibility. It's Unity's playbook "I win, you lose" coin

    Annotators

  3. Feb 2026
    1. Our company hosts a game club. Every week we choose a new game,play it for a week and then we get together during a workday to discusswhat it was like. And then we play the next one (Patrik, game designer).

      I am worried it may not be moderated/guided/systematised, though.

    2. Leo, operations manager responsible for project management and employerwell-being, described the pedagogical value of playing together:When you play a console game and others gather around you, it is interest-ing to see what kind of observations different people make. Some peoplemay focus on a beautiful animation whereas others look at mechanics, orwhatever is their thing. Someone may have special expertise in certainissues and it’s instructive to focus on one thing at the time together.You learn much more than with your own eyes alone (Leo, operationsmanager).Importantly, playing together can help to accumulate shared vocabulary thatis useful when collaborating in game development related tasks. O’Donnell(2009, para. 1.6) uses the term ‘game talk’ when referring to the processthat ‘provides discursive resources for developers when trying to describeabstract concepts like game mechanics’.

      To watch others play. To be the mentor, the meaningful other. To bond, to generate a culture. Create new expressions! A shared pool of experiences means a shared pool of references to use, which means less time having to explain without having lived them, and more time working.

    3. I played a lot when I was younger. That’s when it all started. But when Istarted to code seriously at the age of 15 or 16, I played games less. I becameinterested in games in a different way. It was more about dismantlinggames and learning how they worked. Of course, I still try a lot of games,but I don’t necessarily play them for their entertainment value. It’s moreabout research work, has been for the past twenty years. It’s a bit of adifferent starting point compared to actual ‘gamers’ (Hugo, CEO).

      But to give a purpose to games, to make them personally meaningful, to reflect on them thereafter, or to "read" them "attentively", needn't be a productivist activity. Eudaimonic games, thinky games, provocative games... these encourage a different kind of approach, one focused on learning, not immediate (competitive) pleasures.

    4. Interviewer: Where is the divide between what the teams have to do forthemselves when it comes to marketing, and what you do? Which partof this outreach, marketing, meeting the right people-work is theirs,and yours?Respondent: So, they have to do all the work. I don’t do work for them.I’ll do an introduction, or I’ll tell them something is happening. Atthat point, it’s their choice of what they’re going to do with thatinformation. I won’t hold their hand through the process: I put theimpression in front of them. I led them to the water, they have todrink. And if they choose not to attend the event, and not to set upthe meeting, not my problem. For us, it’s like we’re mentoring andwe’re teaching and we’re providing opportunities, and we’re puttingthe right people in front of them, but we don’t tell them how to runtheir businesses. We don’t own equity in any of the companies, andso, it doesn’t matter what choices they make: it’s not our business.

      Worrisome I feel. False presumption of neutrality.

    5. Thisdelineation of leisure in relation to Arendtian action, regardless of monetaryrecompense, is key to disrupting the work ethic’s compensatory morality,thereby contributing towards the legitimization of basic income.

      You don't need basic income if you have free public services, including housing and food.

    6. Reformulating the work-leisure binary is not simply a matter of hybrid-izing polarities into a neologism (Chia 2020). For example, in sociology,the concept of prosumption emphasizes productivity harnessed fromthe rationalization of consumptive practices, while in games research,playbour looks at how digital environments extract commercial value usingtechniques and ideas about play to engage users and workers in repetitive orlaborious tasks (Kücklich 2005)

      Hybrid work notably prompts self-exploitation, but hobbies may too.

    7. the past, even though the work itself was routine,workers could gather in the pub at the close of the day to exchange storiesabout their jobs and colleagues, often over a lifetime. In comparison, theNew Economy workplace was increasingly fissured and marked by fleetingand impermanent relations (Weil 2014).

      Much less work stability compared to fordism.

    8. In various countries, it was the student communities,homebrew scenes, and demoscenes that birthed and developed the videogame form (see Jørgensen, Sandqvist, and Sotamaa 2015; Švelch 2018; Swalwell2012). This point cannot be stressed enough: video games, and video gamemakers existed before the video game industry, and ‘amateur-game designis by and large the norm by which game development occurs, and out ofwhich commercial game production continually emerges, reacts and shifts’(McCrea 2012, 179).As a video game industry formalized through the 1970s and 1980s inselect parts of the world, hobbyists and amateur game making activityremained common.

      Newgrounds...

    Annotators

    1. trophies, the effect of these mechan-ics becoming so solidly integrated into videogame culture is that theirgravitational pull changes how games are played and interpreted. Lea-derboards are a clear place where players are compared with one an-other. A former highly competitive Madden NFL player writes thatleaderboards are “a devilish feature,” as they transform “Madden froman escapist pastime into another stage on which to prove your self-worth.”36 Gamerscore is a measure that turns abstract effort in a gameinto concrete results that are intelligible to others at a mere glimpse.

      I 110% this hard game and you didn't heh...

      Fucking Plato virtue signaling from its cave...

    2. Actually judging skill or effort is ridiculouslydifficult to do, as it necessarily also assesses relative starting pointsand social advantages

      And even then, would it be adequate? Whose metrics would you be using and why? Perhaps to elevate voice-less quirkiness and novelty? I don't think so most of the times, so I don't think we ought to measure it more, rather less: There are many other data gaps that need adressing.

    3. The idea of a meritocracy generally concerns social orderand how to allocate resources. Backers of meritocratic norms typicallybelieve that skill should be measured, that effort should be tracked,and that those who demonstrate the best combinations of talent andhard work should rise to the top of the social ladder.

      Commodification externalities...

      We should be more efficient, faster, more productive, more happy, beautiful, live more, have more objects: PROGRESS, EVOLUTION. These ideas are engraved into innate blank slate free will mythologies that juxtapose the ordered Western Philosopher Republic or the Magnanimous Eastern King to the absurd mutual aid Anarchocommunism that would degenerate in a battle royale. It's only natural, yet our current hedonistic tech accelerationist post-modern innovation dogma, has mostly outstripped the traditionalistic stability homogeneity lifestyle. Because it enabled a deeper sterelisation, it allowed the perpetuation of rich people through a facade of satisfaction, BUSY satisfaction, self-convinced WORK beyond your small rural family.

    4. German soccervoted against installing goal-line technology because of cost and theargument by many purists that the inevitable human error is a classicpart of soccer.9 Mistakes ensure debate and discussion, one of the ele-ments that typify reaction to what is often called “the beautiful game.”The central line of appeal by those in favor of using technology insport to double-check human decision is that additional review canmake contests more accurate. Underlying that belief is the premisethat the person or team with the most skill should win and that er-rors in judgment necessarily reward the undeserving.

      I am concerned no talk is done about how this is tied to corruption and money.

    5. As Katherine Sierra, awoman who has suffered frequent and sustained harassment, puts itabout technology culture more broadly, “A meritocracy is exactly whatI and so many others believed tech to be. ‘After all,’ I wrote nearly adecade ago, ‘the compiler doesn’t care if the person writing the codeis wearing a black lace bra.’ I was wrong. Embarrassingly, naïvely,wrong. Because while the compiler doesn’t care, the context in whichprogramming exists sure as hell does. To ignore that context is theessence of privilege blindness.”

      You've missed the opportunity to do a jargon analysis here! Count the "easy rekt's" typed on keyboard warriors, and on forums, but also inside programmer work cubicles...

    6. Theindividual impact on your rating within LoL fosters the perceptionamong some of an “Elo hell” that is “populated by griefers/trolls and‘bad’ players that prevent them from moving up the ranks.”13 A guideto ranked games in LoL contends that Elo hell is a figment of players’imaginations, since “a large misconception is that it is always team-mates that is bringing you down [sic],” and the answer is that “ratingsbecome more accurate the more games are played [sic]. Think ‘big pic-ture.’ It can take hundreds or thousands of games to be consistentlymatched with similarly skilled players.”14 Although incredibly rationaland likely true, this kind of thinking is much harder to remember inthe moment when you believe some other player has cost you some-thing through his or her inactivity or poor performance.

      And who is fighting to go to the World Championships? Much like in mainstream sports, white (or asian), young, rich, males.

    7. The process turned participation in desired activities intopoints that could then be spent on rewards. Silverman and Simon dis-cuss how some of the best guilds in the world rejected DKP becauseit focuses players on rewards, rather than on group accomplishments

      Campbell's or Goodhart's laws: The more any quantitative social indicator is used for social decision-making, the more subject it will be to corruption pressures and the more apt it will be to distort and corrupt the social processes it is intended to monitor.

      In other words, positivist metricism; which is a form of snob credentialism.

    8. Leveling ensures the appearance that weall start from the same place and then allows us to see how we stackup against other players, as we know they are going through the samethings we are. The status inequality Castronova believes we seek istranslated into a number that grows slowly over time and broadcastsour efforts and skill to everyone we encounter. However, the notionthat we all start from the same place requires deliberate inattentionto the resources players bring to a game in the first place.

      Leveling pushes the illusion of explanatory depth behind the myth of experience. It doesn't accumulate infinitely. But more than leveling, I'd argue, it's also skill trees and abilities. They learned forever, and this linear progress is plain false. You can't magically carry more and more guns, and become more and more strong in real life, and there are no augmentations or powerups without side effects.

      You know what fucking game portrays opression properly? Rain World.

    9. one of the cofounders of thegaming site Kongregate, Emily Greer, posted about the harassmentshe has received for her participation in the game industry. Promptedby GamerGate to reflect on the difference between messages sent toher and her brother, she wrote that she had assumed the harassmentshe received was “normal for a co-founder of a game site” and wassurprised to hear that her brother and fellow cofounder did not havethe same experience. Counting up their messages, she found that shereceives about four times as much harassment as her male sibling.

      I've cut other examples for brevity.

    10. The most frequently cited touch point for GamerGaters was theinsistence that a key part of their movement was about journalismethics.70 The most constructive read of the group is as a consumerboycott of people concerned about journalistic coverage that insultedtheir target audience instead of providing objective coverage of rele-vant news.71 The most common flashpoint in this regard was a flurry ofarticles that appeared shortly after the #GamerGate hashtag was bornthat decried the death of the gamer. The two most widely circulatedand referenced essays were those by Leigh Alexander and Dan Gold-ing.72 The argument about the end of gamers had three key claims.First, video games were reaching a broader audience than ever beforeand, as such, game publishers need not focus on the classic gamer ste-reotypes as their primary audience. This argument largely followed ina tradition of cultural criticism that proclaimed the death of the authoror a variety of other subject positions, and was backed up by data thatclearly indicate the audience of videogame players is far more diverse agroup than the white males of means who match the typical stereotypeof a group of gamers.73 Second, the term “gamer” was at one point akey reclamation of space that reframed people away from being a nerdor some other insulting label into something more positive.

      Third and last argument is that they were scolded and told racist but that didn't sit with their views of themselves or their field. They aimed to protect it, and dismissed other cases as cherry picked anecdotes or as being a necessary part of the system, their system, their identity.

    11. community, fueled by a strong desire to re-tain what already exists. Typically, the cases are carefully swaddled inappeals to skill, to being good enough, and to working hard enoughto make it. All these tropes are at the center of any sort of merito-cratic appeal. If the harassed were tough enough to take it, then theywould be able to reap the rewards of success. Systemic harassment setsthe terms on which players engage, giving stark advantage to thosewho are not targeted and retaining power for those who have alreadyclimbed the ladder.

      There's this non-homogeneous group of white privilege people that yearn to continue playing these types of games, and that may even see themselves as activists when buying them. These may be big mainstream titles, but much like in cinema and TV, their budgets are also big. They know, and they don't mind, they wish these games be as larger and ambitious as possible, ever bigger, and more complex, and continuously "improving", and "innovating" in this sense. They see defending this kind of consumption as defending their identity, defending who they are, defending dark comedy and freedom of speech... freedom of speech, at which point does it become hate speech? Why should their tone for people that have no skin in the game and who aim to get rid of their identity, of their way of living, without asking? You see how both sides have self-reinforcing narratives, and they may even acknowledge this, and although many left-wingers would love to parse out this radically big titles, instead of talking it out and recognising the current exclusionary and biased present (not perpetuating endless debates), some prominent white privilege people push a zero-sum incompatibility competition narrative where one must survive, and it will be them.

      You can't expect a person who's played 5000 hours, to quit Fifa overnight.

    12. More recently, the psychol-ogist Paul Piff has conducted research on a modified Monopoly gamewhere one player is given substantial advantages over the other as de-termined by a coin flip at the beginning of the game.113 This experi-ment, in conjunction with other experimental research, leads Piff toan argument that being wealthy affects behavior in profound ways.114Across multiple measures, his research has found that being in a pow-erful position leads a person to be less empathetic, less supportive ofothers, and more likely to ignore structural inequality.

      To downplay inequalities, and barriers, and focus on objectivist fallacious measurements. It is most commonly thrown that money makes one happy, but that is a partly false statement. It's not money that motivates one to do work (necessarily), rather rationalisation. And the classical conundrum of how much you'd pay for a restaurant if everything is divided or on the house, doesn't consider the inherited circumstances that bias it.

    13. The dominance of Korean players ingames like Starcraft and League of Legends is due in part to the largesystems of support to back them, from state-run organizations like theKorean eSports Association (KeSPA), the large infrastructure and re-wards enabling players to improve, wide broadcasts and support fortournaments, and financial rewards that enable players to focus onplay.106 All of these elements produce a system where some are led tobelieve they are better than others and those who struggle are led tothe conclusion that it is their own personal failing, rather than poten-tial systematic issues that ensure the deck is stacked. Structural fac-tors are occasionally acknowledged—Todd Harper finds that somefighting game players justify certain players’ performance based ontheir “Asian hands”—but these elements are tied to creating an envi-ronment where a particular kind of skill is praised.

      INHERITANCE, SOCIALISATION, INVESTMENT. Check how much Catalan society invests in football athletes! Meritocracy or talentocracy disguise children exploitation (which is not too dissimilar to parents using their children for views on social media, and also perpetuates the family institution).

    14. McCoy andMajor conclude with the argument that “subtle cues to meritocracyin the cultural environment may encourage members of low statusgroups to construe personal and group disadvantage as deserved andto minimize the perception that such disadvantage is due to discrimi-nation. These system justifying responses to meritocracy cues may bemost likely precisely when individuals would least like them to occur:in the presence of clear, meritocracy-violating inequality.”1

      System justification is also why people accept tyrants and think poorly of the average citizen (lack of systemic humility). It's why true democracy is not actually compatible with meritocracy.

    15. Recent economic analysis in the UnitedStates shows that “even poor kids who do everything right don’t domuch better than rich kids who do everything wrong.”78 As a differentcritique observes, “The truth is that the meritocracy was never morethan partial,” and it goes on to argue that selective admissions systemsat elite colleges ensure some kinds of diversity, but rarely in terms ofeconomic class or parental occupation.79 Colleges in the United Statesalso fail at social status equalization, as getting into and succeedingin college still leads to lesser life outcomes for graduates who happento be black, Hispanic, or raised poor compared to their classmates.80For Jo Littler, meritocracy “functions as an ideological myth to ob-scure economic and social inequalities and the role it plays in curtailingsocial equality.”

      Meritocracy without changes from what we have now, is a marketing trick to switch the blame from companies to users. It's individuating, and hides corps, loans, rents, and stock markets. It hides Shirky principle and Matthew effect. It's a new shiny version of the classical pyramid of power.

    16. Much like a standard-ized test can be hard to see as a problem if you score well on it,video games that cater to one’s own skills, abilities, and habits canbe hard to see as a systemic problem. Hardcore gamers can oftenbe seen calling for more video games that suit them, rather than fordiverse games that draw in more players or test new kinds of skills.The creative director at Ubisoft argues that this predictability andconsistency in video games is “less about familiarity than it’s just en-joying the content.

      And that's what's dark(ening), I'd say! It naturalises conservatism. By matching mainstream culture to individualistic desire, it establishes A Brave New World's premise: "I am giving you what you want". But desire is manufactured AND HISTORICAL (inherited, slightly molded through Overton window and Creeping normality), there was no choice, there is no choice, we have no free will, we are interdependent!

    17. Instead of developers branching outin new directions, a risk-averse approach to game development anda lack of diversity in the community of people making games cre-ates an echo chamber where recycling content and ideas ensures thatthose who are part of the community already are rewarded and theirsuccess is justified under the guise of merit. Weerasuriya’s positionthat as a gamer he is interested in making “cool things” is not neces-sarily wrong, but it does elide key dynamics of videogame consump-tion and production. Producing the kinds of games he wants to playmeans that he is increasingly speaking to an audience of people likehim, which undercuts any idea of a true meritocracy by building keyassumptions into the “workplace” of games.

      Remember, meritocracy was never meants as a means to pursue innovation and diversity, but as a replacement for traditions and aristocracy. So, what gets popular and is seen as deserving of merit, falls prey to popularity and survivorship biases. It would necessitate that marketing dissappeared, come on. It would need to equalise salary to avoid creating non-meritocratic gatekeeping and give true incentives for those innovating. But then... who would assess innovation? Exactly those who previously did, or the whole of population... which would maintain things as they were, unchallenged, keeping the status quo.

      How do I say this... meritocarcy without breaking off with traditions, and without doing a hard reset, without destroying all inheritance and present structures, and without deeply changing culture, is grounds for ENSHITTIFIED MONOPOLIES. Violence besets violence, and privilege besets privilege. Meritocracy won't erase close ties, friendships, and networks. Meritocracy is a self-exploitation premise for enterpreneurship, that favours already consolidated and rich extroverted individuals. That is aggressive. That is monopolistic. That kills "healthy competition", or more than that, it kills cooperation. It kills care, and it kills interdependence.

      It's winner-take-all. It's a coin with a face that says "I win", and a tails that says "You lose". Emperor Nero's conundrum, a Catch-22.

    18. Insteadof paying attention to systems and structures, meritocracy emphasizeseach person and what they have done or not, which leaves the priv-ileged left to enjoy their earned status and the unfortunate to blamethemselves for what they lack.A clear place to see this dynamic in video games is to explore thecase of Geguri and her skills at Blizzard’s first-person shooter Over-watch. Rapidly ascending into the top ten players in the world, Geguriwas extraordinarily successful in tournament play but was accused ofcheating because other players thought her aiming was too good tobe done without some sort of assistance.

      Because she was a woman.

    19. one of the biggest problems a contemporary defender of a merito-cratic order can see is the fact that parents of means are not willingto let their children fail, even if, by the logic of merit, they should. Atthe point that parents can prop up future generations, skill and effortbecome less relevant than birthright and inherited position, subvert-ing the meritocracy with the very aristocratic dynamics that skill pluseffort was designed to reject and continuing the cycle seen through-out China’s history with meritocracy.

      It feels "fair", and it "works"... why shouldn't the people who work harder and have "the most" mechanotechnical capabilities be assigned to a job? In other words, as a friend of mine told, if we could have 3 Michelin star cooks only, why wouldn't we? It's an enticing idea, if we had these cooks with functional diversity, from different cultural backgrounds, skin tones, health, etc. it makes sense to begin with that we would assign resources to them.

      But this ignores who we would be leaving. Further, we are skipping past what makes a 3-star chef, which is to say, it's NEVER a "chef", it's a WHOLE RESTAURANT. It's the location, ambience, the service, which often takes much much longer than a "typical" one, and requires many many more people (it's an spectacle in of itself, as they have minuscule dishes, and they often prepare them in front of people ONE BY ONE), plus, it essentialises consumption, as there is ONLY ONE 3-M Vegan restaurant in the world. It requires special utensils, learning, makes the process elitist and consumerist (telling you, you don't have to engage in it, leave that to experts), displacing hobbyism (the root of innovation), failure, spiral (not linear) learning processes, and many other externalities, like the type of exotic (highly limited) produce needed to make most recipes.

      And that's accounting for the magical position that the process would be inclusive of everyone, and have enough chefs to feed the whole world. In what mind? Since we can't have this kind of home cook (or robot cook) for every person, we would have to rely on mass prepared dishes, probably inundating shelves with non-recyclable plastic containers to extend the food's life, these requiring a lot more carbon for transportation, and de-skilling people (less versatile, spitting at transference and imagination for other tasks, and reducing ability to make diverse stories and engage in interdisciplinary dialogue) who would pick food from a distant commodified service.

    20. Detailed in a lengthy article by Robert Guthrie,prison servers are described as a “dystopian experience unlike any-thing I’ve ever experienced in a video game.”36 Prison servers, whichare run outside the bounds and rules of the primary version of Mine-craft, work differently than most other instantiations of the game. In-stead of jumping into an open world, on a prison server players startout with just a pick and perhaps some basic gear and must then setout to do hard labor, repeatedly working in stone mines to ascend togreater status on the server. Working hard enough eventually awardsplayers with special titles, privileges, resources, and maybe even a placeon the leaderboard. These servers are funded by donations, so a wayto move up more quickly is to spend money to skip out on the grind,which offers an aristocratic approach for players with means. Guth-rie was surprised to find that players did not object to other playersbeing able to buy their way ahead; instead, they stuck around, “hop-ing for handouts or an opportunity down the road to make their wayinto the upper echelons. Occasional generosity from wealthy playersand lottery-style games seems to be what keeps these players engaged,but there really isn’t a path to the highest ranks without paying realmoney.”

      That's dark, I think. It speaks of how retribution is so engraved in our society, that we yearn for it even if false. But the dramatic ups and downs of this kind of life, as portrayed in shows like When Life gives you Tangerines, ridiculises oppression. It makes it invisible, as you don't lose a cared one in Minecraft...

    21. fixing these problems is an issue of design and in-tent, rather than one of management of a community headed off therails. Much like Whitney Phillips argues that the systems and struc-tures are at least as big of a problem as people trolling, meritocraciesencourage norms and behaviors that lead to a toxic environment fortheir subjects and have to be addressed at the level of design.25Beyond Overwatch, meritocracy is also tightly integrated into mod-ern Western business culture, where “stack ranking” employees be-came all the rage at General Electric and then spread throughout thebusiness world. Although the practice is waning in popularity, it stillhas advocates, including prominent technology companies like Ama-zon.26 The logic of ranking employees is predicated on the belief thatbusinesses can readily identify their best and worst workers

      COMPETITION.

    22. Patricia Hernandez breaks the process down in her review ofthe game, noting that, upon launch, Overwatch first awards a “play ofthe game” and displays the player who executed the maneuver alongwith a video clip; then it shows a bunch of statistics from the matchand highlights four of the twelve players in the match for their con-tributions; players are then prompted “to ‘like’ their favorite matchcontributors, and everyone gets to see who got voted the most.”11 Thisis an incredibly meritocratic approach to assessing what happened inthe game, ultimately terminating in a popularity contest.The feature that received substantial scorn upon Overwatch’s re-lease was the play of the game, largely because it takes one momentout of context and then chooses to only celebrate one of twelve play-ers when the efforts of the other members of the team often madethe moment possible.

      Survivorship bias distilled.

    23. Embracing meritocracy makes allocating resources seem straightfor-ward: as soon as a system for judging merit is established, it becomeseasy to assess who finished at the top and is most deserving of thegreatest rewards. In addition to its utility in economics, supporters ofmeritocracy argue that it “is considered by many to be an ideal jus-tice principle, because only relevant inputs (e.g., abilities) should beconsidered and irrelevant factors (e.g., ethnicity, gender) should be ig-nored when distributing outcomes. Thus, meritocracy is bias free

      Of course, Meritocracy is the scientifically proven, objective, real, true, valid way of assessing things! Singularly, this completely buys into Plato's world of idea-ls... that we must strive for PERFECTION, that there is AN ULTIMATE JUDGE, that we should RANK stuff.

    24. Ranking hate speech or trying to assess which oppression is worseis a regressive activity that does not fix problems, but analysis of vir-ulent sexism is perhaps the easiest starting point for a discussion oftoxicity in games. The use of the term “rape” is omnipresent through-out the discussion around games, popping up almost any time certainplayers either win or lose in spectacular, or sometimes even ordinary,fashion.

      Son of a bitch is also a common one. Faggot too, specially thrown against individuals who show care, stripping them of their privilege.

    25. if you are one of those people with such a degree you still haveninety-three fellow villagers who have not had the same opportuni-ties. If you have access to a computer, you would be one of twenty-twothat do, numbers that are largely matched by the seventeen who areunable to read and write, the twenty-three with no shelter from windand rain, and the thirteen who do not have safe water to drink. At thepoint that you are fortunate enough to be in a position where you canhave the ability, the time, and the resources to read a book about videogames, you are one of a very small group of people in the world withthat opportunity.

      Matthew effect. Survivors survive, rich get richer. Of course, spotlight bias would have us imagine otherwise it's possible, and actually rich people make sure to create that image by buying news outlets, marketing, philantropies or even social media sites, to shout how many people went from zero to hero. Actually, just check the 1%, and see how monopolistic aristocrats relate and feed on to monopolistic aristocrats.

      Trump, Elon, Bezos, Gates, Zuckerberg, are white, straight, cis, men BORN IN RICH FAMILIES.

    26. The growth in development costs createsa situation where companies betting $100 million or more on a gamefocus more on what has worked than on what could be.Focus on meritocracy reaches beyond the design of games andinto the narrative stories they typically tell. Most major game sto-rylines, from Grand Theft Auto III to Uncharted to Restaurant Story,enable players to grow from a relative weakling into a strong, powerfuldemigod.

      Of course, because becoming powerful is luring, sexy, it reificates a type of lifestyle, of desire, of righteousness, of imperialistic white saviourism. It's the marketing American cold war (once purportedly anti-slavery) Dream old fairy tale of economic mobility. It's a post-hoc rationalisation of Plato's or Confuncius' stupid concepts of virtue. It's "justice served", "eye-for-an-eye".

    27. Claude, left shot and betrayed by his girlfriend while robbing a banktogether. Claude manages to survive but is captured, placing players ina position where they are alone and on their way to a ten-year prisonsentence for bank robbery. The game’s narrative unfolds from rockbottom for Claude, who transforms into a leader of the underworldwho successfully outfoxes the mafia, a Columbian drug cartel, andthe Yakuza in the space of a few hours of player-led intervention andexploration. By the end of the game, Claude has eviscerated the car-tel and exacted his revenge on both the mafia don who sought to killhim and the girlfriend who initially betrayed him.

      I find more scary games and shows like "When Life Gives You Tangerines" that promote self-exploitation, because it's those people that end up invisiblising vulnerable people.

    Annotators

    1. To put it in theterms of this book, slow games de-emphasize pressureand emphasize meditation.

      I think this is key. Even without a productivist mindset, some games can get frustratingly slow. Too challenging, in a way. Too painful perhaps. Too minimal to encourage reflection. Is a game like Mini Metro a reflective one? I don't think much. But then again, is a game like Magnet Block? Not either, probably.

      I feel the focus on walking simulators is nice as it gives many examples of what could be, but it misses genres like puzzles, or visual novels, that may sometimes be blurry! Coffee Talk or The Red Strings may be somewhat reflective, but is Doki Doki Literature Club or Gods Will be Watching? The story... the story and the intensity therein, its agressiveness, its fear, violence, etc. I'd argue contribute to the perception as well.

    Annotators

    1. Thosewho cannot afford innumerable booster packs, war-game units and paint,role-playing accessories, or many rolls of quarters cannot participate in thesetraditional settings in the same way as those who can. Those who cannotafford innumerable loot boxes, character skins and equipment, or a varietyof in-game resources cannot participate in contemporary digital gameplay inthe same way as those who can. Of course, those who can afford more gamesin any setting can participate in more gameplay.

      Cultural capital therefore stems from monetary and time capital. You need both, and then you are allowed new forms of communication, new forms of convincing others, of sharing a framework, an ideology, of not just performing but coming learned. This is a current pervasive ideal: The fact that different motivations and experiential situations are to be homogenised, and that when you come to an educational activity, you must do so with specific requirements and mindset.

      This is one of the most notable wings of meritocratic thought and efficiency, when in actuality, lack of retraining often makes senior workers stagnate, and replace about collective innovation for top-down imposition, whereas newer entrants are judged harshly and demobilised, sterilised, as if they were playing pretend with toys and not engaging with the real material.

    2. Game controllers represent a “control technology” and “control revolu-tion” in response to the “crisis of control” resulting from the need to inter-act with digitalized gameplay. Controllers determine how gameplay inputscan be processed and communication reciprocated to make some form ofgameplay possible. That is, controllers are a revolution because we didn’tneed them before gameplay became digital, but also because they mediate,remediate, and make possible familiar gameplay elements, activities, andoutcomes within a digital setting.Bolter and Grusin describe how remediation is “representation of onemedium in another.”10 They write, “Every act of mediation depends on otheracts of mediation. Media are continually commenting on, reproducing, andreplacing each other,”11 or at least are becoming more popular.

      Akin to McLuhan's tetrad :)

    3. Kelly Hacker and I described these posts and reviewsabout Rust as expressing a “privilege of rejection,”63 an idea that is similar yetcomplementary to Passmore et al.’s privilege of immersion. We characterizethis privilege of rejection as when (predominantly white-masculine) playersneed not accept—or learn to be neutral about—playing as demographicallyunaligned embodiments simply to participate in the medium of games. Thatis, rejecting demographically misaligned characters has little influence ontheir options of games to play.

      Note the impact shall be different depending on the game! In social games, take VR chat, or Second Lind, perhaps even The Sims, this is much more prominent. These aren't examined. Games like Minecraft allow more than parametric customisation, they have mods and skins... and in this sense, ethnographies on game worlds, will be exemplatory, but also limited by these constraints. Sure, white is a terrible default... but we shouldn't ask indie devs to add perfect customisation settings when their games lack basic accessibility features like high contrast or text read-aloud.

    4. players to freely project or occupy diverse or at least undefined racial, gen-dered, or other identities into their gameworlds. However, when these char-acters exist within familiar narrative tropes, a representational landscapedominated so pervasively by white-masculine defaults, or are adopted intowhite families when gameplay begins, certain interpretations become morelikely.

      Or friends, pronouns, voice, or status, or ticks, what and where they shop, their verbose/jargon they use to talk! Not that it should be homogenised, one can be black and countersteroetypically introverted, but they commonly are (reliance on clichés)!

    5. Sexual orientation is challenging to code reliably in any context, for rea-sons described in greater detail by scholars such as Adrienne Shaw and Eliza-veta Friesem. Writing about the creation of the LGBTQ Video Game Archive

      And gender, and any/most self-defined identities, which can and do change over time (and probably will more in the future, with transhumanism), even if they are stereotypically pushed top-down, like functional diversity.

    Annotators

  4. Jan 2026
    1. The discs and cartridges of digital games, which can also be analogousto collections of physical pieces, can be sold, lent, borrowed, or stolen inmuch the same way. Even when these activities violate terms and condi-tions, for games that are not digitally distributed or networked, such termsand conditions were/are hard to enforce. However, game software and digitalplatforms and their collections of assets and code do not belong to players,and lending or imposing our own terms of use on them is explicitly prohib-ited and technically challenging to implement.

      Not necessarily... you know, there is a vibrant community behind videogame cracking (and virtualisation). And DRM-free titles (from GOG, or itch) provide a cheesy way of sharing games more easily than sharing "disks".

    2. Digital games, on the other hand, have long had issues withfinite life cycles on electronic media, circuit wear and malfunctions, obsoles-cence, and basic technological and/or legal preservation.41 A dedicated collec-tor of older digital games must do more than gather games; ignoring the legaldimensions for a moment, they need to actively maintain a broader hard-ware ecosystem that permits access to those games

      Link rot (hosting cartels reselling and redirecting to porn and casino sites)... but also flash (damn Adobe)!

    3. The more efficient or forgettable the experience, the morelikely users or players are to assent and move on without considering whatthey have authorized, in a clear demonstration of why the common mantraof interface design discussed in chapter 1 of aiming for unnoticeability canbecome problematic.Optimizing inattention

      Removing friction.

    4. Start “buttons” are not always literal/physical buttons; they may simply bemenu prompts. These buttons or prompts are a common feature of digitalgames with an incredibly straightforward function. Explicitly, although Iwill not suggest actually, they are the inner edge of the periludic thresholdbecause interacting with them means starting gameplay.

      Think of finding the buttons to actually find a competitive match for a game like League, not to mention the "accept" to enter it.

    5. Pagination does not inform readers about textualcontent, but it can influence how they interact with a book. Knowing howmany pages remain in a chapter, for example, can help readers better decidehow best to allocate their time—when to continue reading or when to putthe book down and go to sleep. Even if they provide no information aboutnarrative or other content, completion percentages and similar informa-tion help players make similar decisions about their participation in digitalgameplay—helping prioritize tasks or allocate real-life time.

      They are also a partial spoiler, for you can deduce information based on how long the game will last.

    Annotators

    1. Play in scientifij ic research is seldom discussed in print. Perhaps wescientists take it for granted. Or maybe we are a little self-conscious andtry to hide it from others. After all, we don’t want taxpayers to thinkthey are subsidizing adults who are acting like a bunch of kids, therebysquandering hefty amounts of public money. Play in science is thus anelusive and difffijicult topic. (Laszlo 2004, 389)There is a great diffference between how science and artefacts are presentedto the ‘outer world,’ and how they are actually produced in workplaces suchas laboratories. This is important to acknowledge if we want to open newpotential for citizen science games. Play is crucial to processes that precedethe formation of scientifijic artefacts, but we, as ‘normal’ citizens, are notsupposed to see this. Playing is an intrinsic part of scientifijic knowledgeproduction, yet it is mostly covered up, or ‘black-boxed’ for outsiders, for thereasons sketched above

      It stems from Shirky principle self-preservation. From having to be employed to survive.

    2. Citizen science projects and biohacking activities are both activitiesperformed by non-professionals, artists, or citizens, but with a diffferentmode of appropriation. While the intent of citizen science projects is tocontribute to research experiments and contributors are expected to ‘followthe rules,’ biohacking is a bottom-up movement that is based upon subvertingexisting knowledge structures.

      Who is this working for? What structures does it perpetuate? In playing it, what does it change? Does it change anything?

    3. function is both constitutive and symbolic, as instrumentslike microscopy served as “a means to and a symbol of mechanical objectiv-ity” (Daston and Galison 2007, 139). With the microscope as an objectivemediator, scientists tried to eliminate the subject. The epistemic messageof the microscope is a tool for creating objective knowledge. Today, moreinvolvement and subjectivity of scientists in microscopic image productionis common practice. Using software programs to correct, to crop, or to alterimages is a commonplace. For instance, color is often added in order tohighlight specifijic elements of an image.

      But images, like graphs, are not objective. They are deceitful, they require worksmanship. And anyhow, light collection is variable, just think of how different phones take different photographs, how we have X-Ray, Infrared, and wide colour gammut sensors, also with different exposition times (ghost images or light traces).

    4. The focus of this chapter is on ‘activist simulation games,’ which aremotivated by an activist or political intention on the part of the game-maker, and which attempt to harness simulation and procedurality in thegame to convey the maker’s political critique or message to the playingpublic. Schleiner argues that that the ‘toyness’ of the world of such games,the miniature abstraction of the model that announces itself as game,not life, contributes to a nullifijication of the game’s critical impact. Tobreak away from this situation, she argues, requires a ‘broken toy tactic’of interruption or sabotage that breaks the spell of games’ procedural,operational logic.

      Next chapter also tried to problematise the idea of serious or commerical games as the saviours of gaming, from the lens that they are embeded in a chokepoint technofeudalism that translates volunteering, modding, community building, hacking, and charitative donations, as a solutionist fix that doesn't change the system, rather tries to cover its holes. Against the idea to mobilise the youngster slackers with mainstream video games, it develops the Shirky principle idea that actually, this contributes to the concentration and surveillance data grab of BigTech that's part of the problem. It specially attacked a book cited in multiple chapters: Ellen Middaugh, and Chris Evans’ The civic potential of video games.

      It argues from Baudrillard's complicit euphoria, cult of the ego, hedonism, the society of the spectacle, consumerism, the maximisation - compulsive collection of diverse pleasures. I deleted it because it doesn't provide alternative paths, like how against instrumental solutionism, games must die, and culture must die too, but it must be reborn again and again breaking the Overton window of what's accepted, reborn with non-conventional meanings and feelings, reborn without its elitist concentrated play, without its assumptions (with alternatives instead), and reborn with coordinating transgressive revolution ingrained on it.

      Footnote 2 from this chapter expands on this a bit.

    5. The brokenness of September 12thmanifests in that playing well delivers loss, subverting the expectationof the player to master a rewarding challenge of eliminating terrorists. InMcDonald’s Video Game, on the other hand, the very operationality of themodel of fast food production cycles transmitted to the player overcomesthe game’s critical impact.

      And yet, September 12th is too much simple. As a simulation, it only conveys the ideal of violence begets violence, but such a principle can leave players with a sour patronising mouth taste of "I already knew that". The world is more complex, but immersion and its mastery from habit also difficult periodically leaving it and challenging one's perspectives, like it happens in McDonald's, Frostpunk, Mini Metro, Democracy, or Cities Skylines. These simulations can be much more insightful, but the requirement is that players know how to read.

    6. toy-like, cheerful cow and hamburger world that the ironic subtext of thisbeing an unethical business practice is often missed by players. For instance,when my game design students in Singapore played McDonald’s Video Game,they seemed largely unconcerned about the detrimental side efffects of thistype of production on workers, animals, consumers, or the environment.

      From the text: Frasca proposes that players, not only game designers, potentially impact the ultimate rhetorical “outcome” of a game by channeling the course of play into directions unimagined by the game-maker (2003b, 228). Frasca calls upon Brazilian theater director Augusto Boal’s “Theater of the Oppressed” as a model for how a game can depart from Aristotlean narrative closure. Frasca writes “one of [Boal’s] most popular techniques, re-enacts the same play several times by allowing diffferent audience members to get into the stage and take the protagonist’s role”.

      This happens in hacking, modding, and maker cultures, cheating in GTA, in Card/Collection games to give yourself the console and obtain whichever item, like how Minecraft creative mode allows. This "becoming" the designer enables "seeing" through its lens. Counter play can also happen when steering against stereotypical gameful intentions, as with Disaster Sims in the series with the same name, or as prompted in reflection simulation games like Proteus.

    7. A tactical recipe for the activist simulation game consists then of twosteps, fij irst a positive, then a negative; fij irst to constructively programa simulation of a harmful operation from the world into the game, fol-lowed up by either a game-maker, or player instigated interruption, orsabotage that breaks the spell of the game’s movement and procedurality,thereby illuminating its operationality in a critical light.

      That's where designing and maker precepts also come in. In reading a game, in watching it reflectively, in playing as a designer, a deconstructor. This is not often taught to players. An issue with the argument is that when they leave, they may leave out of frustration, which can cause missunderstandings and not prompt reflection. It can make these players abstain from simulation genres as a whole, and engage in more arcade "neutral" (immediate gratification) f2p titles.

    8. The conventions of a conspiracythriller for example, require that the complexities of a historical situa-tion—such as energy transition—are simplifijied in a kind of morality playin which bad characters (such as Chen and, to a lesser degree, Jack) embodybad behavior, and good people (such as Tony and Vera, unraveling theconspiracy) defeat them in the end.

      That's why you shouldn't pick complexities. World in not black and white. Progress is not linear.

    9. petro-capitalist,authoritarian states with a questionable reputation with regard to democracyand human rights. Countries such as Russia, Iran, and Venezuela use theirenergy supplies as a political weapon to defend their strategic interests.

      Hah, you mention Iran from the Gulf and not Saudi Arabia? Also, besides Russia and Saudi Arabia where it's oligarchs, most of this goes to companies, and corrupt politicians are bought or invisibilised. Also, the US has the largest fracking soil in the world...

    10. To better understand the persuasive power of Collapsus as a whole,we can direct our attention to what documentary theorist Michael Renovcalls “the four fundamental tendencies or rhetorical/aesthetic functionsattributable to documentary practice,” which are to express, to analyzeor interrogate, to reveal, and to persuade or promote (

      Reminds me of McLuhan's tetrad!

    11. Collapsus isan important case to discuss because it succeeded—back in 2010—in imagining the social andpolitical implications of global warming in an innovative way. It was aimed at a predominantlyyounger and connected generation. Statistics show that it is difffijicult for documentary fijilms toreach young audiences; only 18-20 per cent is younger than 34 years old. Collapsus reached 41per cent of that age category.

      Now it's dead, because flash is dead.

    12. Smaller game jams are occasionally even ‘designed’ and leveraged as toolsfor political participation themselves. For instance, the GeziJam was held inJune 2013 to support and raise awareness of the protesters trying to stall thedestruction of the Taksim Gezi Park in Istanbul. The conceptually related#JamForLeelah reflected on the suicide of Leelah Alcorn in December 2014and challenged participants to tackle the issue of transgender sensibilitiesthrough the creation of games. In some cases, game developers are trying tomonetize this awareness and create games to raise funds for socio-politicalcauses. For instance, the game Kubba was created by Ahmed Abdelsamea(2012), an Egyptian indie designer, to generate revenue benefij iting therefugees of the Syrian civil war (Curley 2012). The game mimics the moreor less iconic Western game franchise Cooking Mama (Offfijice Create 2006),challenging players to prepare the eponymous Syrian dish, Kubba. Thegame is a variation of the earlier Flash game Ta’mya (2012); yet, while theoriginal has English text and is available on Kongregate

      Flash games died, no... Adobe killed them. Flash games were free. They lived on Kongregate, on Newgrounds, on Miniclip.

    Annotators

    1. The role of intellec-tual property rights has massively increased since the late 1990s.This is no longer just about copyright but huge numbers of pat-ents and micro-patents that cover software, protocols, operat-ing systems, algorithms, data feeds, and so on.64 This allows theplatforms to stay way ahead of smaller, later competitors whohave little chance of reaching the scale of data collection andcomputing power available to the giants. It also allows themto effectively charge “rent” (economic actors receiving rewards“purely by virtue of controlling something valuable”) on thosesystems, platforms, and infrastructures.

      Which is why judicial and police sectors are also implicitly culture. Or rather, they are the chains of actually distributed culture. They are validated, invisibilised oppression.

    2. freelance, indie cul-tural scenes are slowly disappearing.20It is this that lies behind the growing concern with culturallabour.

      Autonomous workers and cooperative groups should not be confused with autonomous managers (for-profit, expansive Shirky principle perpetuation angel investor mindset)! There is a difference, by design.

    3. It might be that some targeted basic income for artists schemewould work. It is selective and so perhaps akin to a fellowshipscheme. The Irish experiment will tell us a lot here.

      The Irish experiment worked! And the pilot cost €72 million to date but generated nearly €80 million in total benefits to the Irish economy. It is now being made permanent, although it only goes to 2000 people. Check it here: https://www.artnews.com/art-news/news/ireland-basic-income-artists-program-permanent-1234756981/

      Still, I find caveats: These people going employed and/or working for monopolies, or else monopolies still squashing these people's liveability by means of sheer power in marketing or patents, political lobbying, or court judicial settlements.

    4. In neoclassical and neoliberal economics, state spendingon services is framed as being paid for by the “productive” –i.e. profitable – sector of the economy. But, as we learned inthe pandemic, the most useful and essential parts of our soci-ety are often the least profitable and their workers the leastremunerated. Many profitable sectors are not useful, andoften quite damaging. Large parts of the hyper-profitablefinance sector are parasitic on the public service sector. AsI argued in Chapter 2, this “productive” economy relies on awhole set of disavowed systems – education, domestic labour,environment – without which its profits would be impossible.

      I feel this argument, against bullshit jobs, is much stronger than "capitalism has failed"... for once, because it doesn't necessitate a defeatist starting point, and can me framed as even a satirical position (CEOs don't do crap, is laughable), and for second, because just world hypothesis conservatism bias tells people this can't be the case. Messages online tell people "capitalism+democracy" is the way to go, or else dictatorships by the ultra rich (?). I find it amusing, that more of the same sells so nicely, but that's what people see, survivorship bias big companies employing lots of people, and capitalism lifting out pop stars through financial mobility, and the system delivering all the goods we can possible think of. It's become spectacular consumerism, and culture is everywhere. Culture works, it fucking does, but not your culture, rather Gmail's, and Meta, and OnlyFans, Roblox, etc. one.

    5. More generally, “efficiency” has proved brittlein the pandemic, as “just-in-time” systems with little “slack”shut down rapidly. Resilience and adaptability

      ETTO and Nuclear plant redundancies and safety nets.

    6. The FEC critique the “supply-side” approach to growth, both asineffective in providing these elusive “good jobs” and in assum-ing aggregate GDP will “will lift all boats”. The FEC’s goal is toreorient social and economic policy away from a GDP-centred,individualised jobs-and-wages growth to a focus on guaranteedcollective liveability.It is disposable household income, rather than wages perse, that should provide a key metric.

      Watch out with displacing definitions and invisibilising the most vulnerable. Who would get to say what accounts as "disposable"? What is "needed" insofar as to be counted only as undisposable: Shelter, food, education? I think I get, though, that all these basic undisposable needs, shall be given to everyone, collectively. But this is already in place as a right, just not enforced whatsoever...

    7. How, then, do we reassert culture’s role in public policy?Many who seek to give culture a distinct function have beentempted to add it as a measure or priority alongside the “eco-nomic”. Advocacy such as the “fourth pillar” adds culture tothe “triple bottom line” of economic, social, and environmen-tal impact. But simply adding “culture” leaves “economy”unexamined, a “black box”.6 Like many such attempts, it isconstantly surprised when the real bottom line turns out to be“economy” after all. 7 In this sense, we need to challenge what“economy” actually entails.

      "Economy" reeks of instrumentalism. Granted, it is needed for efficiency, to "save" lives, to "care" for the largest amount, but most of the time, it's not used in this particular efficiency way.

    8. Humans are subject to these material needs, but their purposeand agency are not set by the imperatives of material survival.The purposes of human lives are set by normative not naturalimperatives. By “ought” not “instinct”. These normative pur-poses, in turn, can be changed in the light of self-reflection.“As distinct from natural freedom, spiritual freedom requiresthe ability to ask which imperatives to follow in the light of ourends, as well as the ability to call into question, challenge andtransform our ends themselves”.28Humans also generate surplus time, after material necessi-ties have been met, but nothing tells them how they ought touse this time. They themselves must decide this. Material andspiritual freedom are inseparable – there is no spiritual realmapart from the material – but they are not the same. Spiritualfreedom is a higher order of freedom; it is dependent on naturebut transcends it. The way we lead our lives is not set by mate-rial necessity but set by us. To which I would add that culture,at its broadest, is the name we give to the collective patterningof our material and spiritual freedoms, patterns based not juston communication – all plants and animals communicate – buton symbolisation, forms of speaking about what we ought to do.

      In other words, we have to fill our time lest it be boring enough to not be worth living. It's an uphill battle against the vastness of the universe as a Sisyphus' giant boulder up the hill of society. We rationalise. We have to, to exist: Once we accept patterns and we are made aware of our ability to layer multiple of them, we rely on social constructs, on organising fictions, on tales, the stories we tell ourselves and others, on narratives (a la Byung Chul), religions, the argument behind our actions, the why, our purpose, our goals… these reasons are needed. Culture is needed.

    9. When Indigenous peoples talk about culture, it is ofsomething foundational to their lives, inseparable from them.

      When I think of this I think of slavery, and Malatesta's anarchic thought experiment of having your leg immobilised and telling you this is needed to walk, much like Arslan Senki's golden cage. Living in an isolated casquet means sensory and life reduction. If you've liven in and about rites, you will partake on those and these may look necessary to you. Most people today would not let go of on-demand shows or music, let alone their phones! These are engraved, inseparable of how they live, from their identities, an extension of their selves, a la McLuhan's cyborgs.

      It also reminds me of absurdist takes like those of Camus whereby one lives to rebel in one way. To maximise your own identity in this already set-in-stone world, we need a maximal diversity of alternatives, else risk suicide out of meaninglessness.

    10. This is too restrictive. Without water, one dies in nine days,yet one can live for years without human touch. Is the lattera luxury? Of course, the removal of water, food, electricity, orshelter makes life incredibly difficult very quickly, and it wouldtake some time (childcare issues aside) for the closure of schools,or general health and social services, to register an impact. Butwe all accept these things as part of the social foundations.“Essential worker” is also a contested term

      He's talking about pandemics and lockdown, like COVID-19 and the spike in depression it brought with it (also of games usage, which arguably helped prevent dimmer outcomes - culture as sustainer).

    11. Culture, in both its individual tra-jectory and its social guarantee, is thus essential to the develop-ment of individual capabilities, as in the work of Amartya Senand Martha Nussbaum, and thus an essential part of demo-cratic citizenship, a fundamental human right.

      Very Descartes-Rosseau declinclination to curtal Tocqueville's degeneration of Tyranny of the Majority, in line with Rawlsian golden rule "Veil of Ignorance" anti-bias original state requirements. Still, so many things more would be needed to achieve this! The question is more, I argue, of what to prioritise. I am sorry to say that although I agree with Appadurai’s thesis that doing science should be a human right, I cannot see it happening. Not everyone can do science, at least not simultaneously (if we take it as more than revisionist critical thinking), because other tasks like farming, building, or healing are needed. If these are to fall under the umbrella of "culture", not from an optimisation perspective but a care one, then I think we first and foremost need to change the system we live under, capitalism, and sure, culture can help do it, although maybe through isolationism (which was Nozick's critique of socialism as imposition in the form of Imperialistic Utopians, after all, the same argument was used to "civilise" Eastern indigenous).

    12. I argue that freedom is as foundational to humans as satisfy-ing material needs

      Thorny topic, you will face yourself with libertards Hayek, Fukuyama, Nozick, or Friedman; which don't consider previous inherited accumulation to make their arguments. Instead, whoever has privilege now, should have freedom to protect it, giving themselves to naturalistic confirmation bias.

    13. Health, education,housing, transport, food, energy, water, basic communicationsystems – should these not be fixed before we get to culture?1In what follows I make an argument for the centrality ofculture in overcoming the present crisis, and in the followingchapters sketch out what such an agenda might look like. Weneed to acknowledge the “legitimation crisis” to which culture-as- industry was a response – art associated with elitism andpatrician subsidy, the growth of the culture industries

      But culture is health! A culture of health, of dancing, of being engaged in mentally challenging projects. Culture is education, it teaches, it creates communities. Culture might not be food per se, but it can help grow food, and cook it, collectively, with shared non-contaminating gardens, and recycling processes, through rites more often depicted in religion.

      Culture is communication when misscomunication is rampant: It's not just posting and sharing the life of your children online, it's being aware of its impacts, checking before sending news, and feeling safe enough to talk about suicide and emotions, or to speak up about a close relative who is harassing you, regardless of gender! Is this not a progressivist culture that does not invisibilise these things to private life?

      Or rather, arguably, culture could act as these things. Currently, mass consumption culture is at times an inhibating mass-sterelisation device, and at others, a way to propagate neo-colonialist monopolistic ideals who benefit a wealthy few. It also perpetuates the myth of equality and meritocracy, through ads, and its instrumentalist tokenised portrayal of diverse hires and rampant on your face corruption and ideals buying, ultimately makes change within the system almost impossible.

    14. justifies inaction through despair, encouraging usto postpone doing anything until the “big day of revolution”.

      Spectacular consumerism. Defeatist inevitability. Doomsday preparation. Distopy narratives. Living on borrowed time.

    15. Neoliberalism, a distinct phase of global capitalism thatemerged in the early 1980s, is in crisis. The economic, politi-cal, and social solutions it brought to the prior crisis of Fordistsocial democracy in the 1970s no longer work. That muchmight be broadly agreed. It has become ever clearer since the2008– 10 global financial crisis. Stagnant growth, stalled wages,growing inequality, cost- of-living increases, rising indebtedness,increasing precarity of employment, and the erosion of publicservices are the stuff of the nightly news. This is accompaniedby widespread disaffection and disconnection from the politicalprocess, resulting in alternating moments of political efferves-cence (often as anti-politics) and resigned passivity. This in theface of a growing perception of the deepening hold of powerfulelites over the workings of government, in the form of lobby-ing, political finance, corruption, cronyism, the public–private“revolving door”, and a pervasive cynicism towards techno-cratic political expertise

      Yes, but there have been some welfare and rights advances! Think women and LGBTIQA+ rights. There is increasing cost because demographics have changed, it's not just automation and IA giving the capitalists excess capital gains. Polarisation and corruption are a byproduct of mass production, of noisy, post-truth production.

    16. To achieve these goals wouldrequire that we tackle the ownership and control of the culturalindustries themselves

      Decentralise power, companies should NEVER HAVE univocal LEADERS.

    17. For TimJackson, modern consumerism is a catastrophe, and the soonerwe exit from it the better. Kate Soper, who flags a less puri-tanical approach in her book on “alternative hedonism”, alsosees much of modern cultural consumption as the problem tobe solved.

      But is this culture? And if social media, TV, Netflix, Spotify, and YouTube, OnlyFans, is culture, and that's where people spend their time in, how can we break it down so culture becomes grassroots and not a client service? How can it help establish two-way caring? Yes to destroying bigTech, bigEd, bigAg, bigPharma, and bigClothing/Jewelry, but NOT to having tech, education, health, and cool things to wear. Less, more durable, repairable.

    18. There certainly are cul-tural industries, the large-scale organised production of culturalgoods and services, and these need to be taken very seriously.But culture is not itself an industry, nor is its function to produce“jobs and growth” or “catalyse innovation”. It is part of ourdemocratic citizenship, an inalienable element of our universalhuman rights, and essential for our reimagining of the future.The key argument of the book is that culture, as an objectof public policy, should be moved out of “industry” and backinto the sphere of public responsibility alongside health, edu-cation, social welfare, and basic infrastructure.

      Evidently, as culture is political, culture is also the basis of the social contract: That is, the customs, critical thinking, revisionism, and open dialogical exchange that communities (who communicate) necessitate. Culture is the values that allow for education, and health to be considered relevant too.

      How to say it... culture is what gives you motivation when you are stressed and undergoing burnout, it's what tells others to hold your hand when difficult happen, it's the steady reaction against disinformation, noise, and threats! Culture is what prevents monopolies and its consecutive dictatorships on the first place (but if left unchecked, it's also what facilitates a docile mass of passive consumerist-doomerist individuals, the Society of the Spectacle's now platform-attention capitalism).

    19. The calls by Williams,Hall, and others for creative freedom, for popular participa-tion, and for democratic control were certainly made againstthe formal official arts system but they went beyond these. Forthem the whole system of cultural production and distribution,including the “cultural industries” and public media, was a keysite of a political struggle for an expanding democratic, socialcitizenship.

      Just to know other historical authors who defended Rosseau & Descartes' idea of culture as a means for sovereignty.

    20. That it contributes not just to “mental wellbeing” but is essen-tial to our citizenship, as autonomous, flourishing individuals ina strong democratic polis.Art and culture provide a distinct space in which our individ-ual freedom is facilitated and constantly examined. This free-dom is positive – it is freedom to do, to become – and requires asocial and cultural infrastructure to make it possible. This free-dom is not simply about desires and wants, but about decidingwho we ought to be and what we ought to do. It is ethical orspiritual freedom.

      I don't need no arguments, I already feel them, I just needed to motivation of social recognition and validation by someone else.

    21. As I argue in the next chapter, creativ-ity as “input” was crucial to how culture was absorbed into alanguage of economy. It was central to the construction of thenew, self-directed subjects of “creative capitalism”, with their“always-on” networked personas and blurred line between liv-ing and working. But creativity was also an answer to art andculture’s “democratic deficit”. If art was seen as elitist

      Thanks to the Internet it was now something VIP, yet accessible to most. The content creator myth helped build the self-exploitation meritocracy ideology present today.

      With the (false) atheist turn, culture was displaced to private life, no more rituals beyond family standards. Capitalism has slowly entered to change this, to make "marketable talent" out of sports and arts after-school classes, to make "free leisure" out of data stealing and ad plaguing, it has enshitified the decentralised Internet.

    Annotators

    1. The data set is also primarily focused on North American game-makers, as 47 games analyzed were made in the United States orCanada.

      Ouch! Colonialism is compatible with black supremacy, by the way. Not saying this is what the collection purports, as Lindsay is clearly indigenous-conscious, but this is a potentially dangerous blind spot that equalises black games to mainland US black games...

    2. At odds with this goal isthe need to document and analyze this work before it dissipates fromonline stores, runs out of stock, no longer works with contemporaryhardware or otherwise becomes unavailable. Anyone who has donethis kind of work recognizes the myriads of challenges indocumenting play and designed play experiences. In this space inparticular, limited budgets, deprecated software (e.g. Adobe Flash)the need to perpetually update hardware and software, and theculling of low volume sales software on app stores all createaccelerated expiration dates. Archiving such work is no longermerely an effort in saving digital files on redundant drives but alsomeans using snapshots of old operating systems and emulatingsoftware environments that are no longer available. It also meansphotographing and playing analog games multiple times to captureelements not obvious about such games.

      Historical memory: Is history made by the losers/winners? Not now!

    3. I love thisindustry. I love it enough to have dedicated half my career to it. Ilove it enough to praise it and to tell it when it’s making a mistake.With love comes responsibility - a responsibility to care, appreciateand respect. This book serves as an opportunity to help the gamemaking community grow, reflect, and improve itself.

      The sentiment and objectives are shared.

    4. invoking the metaphorical, Black card, without accepting the rightsand responsibilities therein. It can read as a way of doing providingthe minimally viable product, a representation of Blackness, assubstitute for invigorating the work with authentic Blackness. Tosome it may play as the Cigar Store Indian has, an offense to boththe ceremonial use of tobacco and image of the noble savagecaricature.

      The cigar store Indian or wooden Indian is an advertisement figure, in the likeness of a Native American, used to represent tobacconists.

    5. Featuring people of color, does not make it agame for people of color, just as wrapping a game box in Africangreen and gold make it more authentic. Such efforts may actuallydo the oppositive, emphasizing their inauthenticity in choices thatare ignorant of authentic blackness (if such a thing exists).

      Blackness is not a single entity. It gradually emerged as a label after the trading routes of slavic people (slaves) ended with the Ottoman conquest of Constantinople in 1453 that then changed slave routes from north Europe and Asia to more of Sub-Saharan Africa (and then came the colonisation age, and the Christian vs. non-Christian ideology of Columbus and the Catholic Kings). The label was met with sympathy by European aristocrats and traders seeing in it an easier gateway into differentiation, and was later legitimised by historians in race taxonomies, and phrenology.

    6. The problem of Mancala, if it can be framed as such, is alsodemonstrated in the research’s slowly antiquating line of thinking.A line of thinking, that has routes in a colonial history valuing theperson who absconded the artifact, over the people who produced it.One that saw a hero in a tomb raider. A culture that sought the onesecret treasure that unlocked some knowledge, provided access to amystical power, and gave dominion over others

      Indeed, the nazis were looking for immortality treasures, and there are series like JoJo's Bizzarre Adventure dedicated to criticising the materialistic dependency created by these objects of desire.

    7. examines the historical evidence to“dispel a long-standing belief that so-called complex societies aremore likely to play strategic games” (2021). In that analysis, aresome hints at a larger, problematic, and perhaps systematictendency. The tendency to want to see monolithic pattern, to make ageneral case of a diverse group, or as we more commonly put it –stereotype.

      Generalisation is a big one, a classical fallacy we may call it. Stems from in-group favouritism and out-group homogenisation, since "the other" is not as deserving of our time, they must be simpler. This gets intertwined with other biases about events that have happened recently to a friend or in the news (availability bias), but these may stick merely because they validate a pre-existing stereotype (confirmation bias), thus, erring on the side of cherry picking (sampling/selection bias) that taints the results, priming ones that are currently salient as if they were all that's it.

    Annotators

  5. Dec 2025
    1. In half a year, the game raised close to half a million dollarsand nearly 250,000 books in total donations that went on to benefit girlsliving in the conditions represented in-game, as well as $160,000 for sur-geries throughout the world.

      In half a year! Some fundraisers and charity streams get that in a day. Some companies extract this from users every minute.

    2. Balogh’s adoption of not just onebut many racial identities demonstrates the flexibility with which whitepeople take on other identities, often in the name of valuing or “respect-ing” them. This availability, second, underwrites the fluidity of relations ofidentification between white individuals and race, in that, in contrast tothose who are racially interpellated, the basis of these relations is a matterof individual determination; the basis of racial identity can be less a matterof imposed categories than subjective selection. Thereby, third, thoserelations themselves are disposable or, alternately, inalienable.

      Owing to the body-mind duality myth, that is. This logical argument chain makes sense insofar as people could perform as black and then be black, much in line with TERF anti-trans ideologies. Yet, this gets rid of the complexities of the process and accumulated lived experiences, basically strawmaning "I want to be a girl" or "I must abort" as if they were trends.

      Now, even if instrumentally acknowledging it as an aesthetic-identity privilege "entitlement" of some white people who transition (though note most are vulnerable and face many barriers, institutional, economical, and familiar, from an already poor household), the logic disregards the impacts of trends and long term, only focusing on the immediate after. It fearmongs in an infantilising about the "correct (hegemonic) development" for an adolescent, but most importantly, it decenters the loss of privilege and the abuse and backlash faced from following this process, highligting the statist objectivist biases that engendered binaryist stereotypes.

      One can't simply impersonate and live someone else's life. Fantasy can approach us to it, and be very vivid at doing so, but the approach will be a momentary peak of attention that is not usually maintained as it is not continuously lived, embodied.

      Identity might not be a right, sure, but oftentimes, but the right-wind reframing displaces the debate here... we are not visiting Jakarta or the North Pole as exotic tourists, we are commiting to a change of reality because over multiple years of questioning and trying changes, we've decided it's the way to go. This is not about white people having a right to racialised bodies like fast clothing or food, this is about acknoweldging other ways of living as valid through an ethics of care that decenters the falsely "efficient" white male default. It's about saying yes to diverse ways of living that don't exploit the world, because some "being" blind, asexual, autistic, indigenous, and why not, fat, is not somethign that one usually "choses", and thereby, without relying on naturalistic fallacies but on a decentering anti-monopoly axiology, we should provide safe spaces for these to flourish.

    3. The argument presented is one that takesits case study from a game that, on top of utilizing “high-tech blackface”as a method of player/avatar interaction, is also filled with a very limitedsuite of racial tropes of Black people, particularly limited to “ghettoized”identities. Leonard’s suggestion is that this leads to players being renderedas a sort of “virtual ghetto tourist” (2004, 4).

      Mainly through "white mansplaining", which in this case is not done by white people who pursue activism to understand others and de-privilege themselves, but rather as a throwable weapon dismissive argument of "I already know your perspective" which mainly seeks to perpetuate hierachies of oppression and silence.

    4. with franchises such as Pokémon and The Legend of Zeldaappealing equally to male and female players (Ito 2011, 97). Since the riseof more gender-inclusive online communities on fannish blogging plat-forms such as LiveJournal and Tumblr, female fans have reconfiguredcanonical narratives to represent their own interests and experiences.

      This is because they are family-friendly, offline, generic adventure games, not because of a diverse representation. Disco Elysium too, has many fem fans!

    5. trolls scavenge, repurpose,and weaponizemyriad aspects of mainstream cultur

      Yes, their aim is to missinterpret and de-contextualise what you do to point toward an incoherence, a lack of virtue. This is often done in a consumable indirect fashion to dress the comment as legitimate self-expression comedy, through memes. That's where identity/culture wars often come from: "They can cross-dress and change gender while we can't joke about it?"

    6. “The worst waswhen I won a roll on an item and the guild leader threatened to tear mybreasts into bloody shreds. I met him a year later in person. He was prettyfucking embarrassed and apologized profusely—clearly this wasn’t some-thing he thought was OK when he met me in real life, but it was somethinghe thought was OK in a video game.” Other incidents she recounted weresimilarly repulsive, but her guild did not penalize anyone for their behaviortoward her. Thus, gaming reinscribed misogynistic violence as a regular,everyday behavior—even when players ostensibly knew better.

      Note that male-to-male violence also exists! I have been threatened too, yet this is much less usually talked about. It is normalised, invisibilised, naturalised.

    7. Theexisting reporting process is a reactive one, where players who witnessanother player breaching official game policy are burdened with the respon-sibility to submit a report to Blizzard Entertainment (ibid.). There is nofurther information provided about how the report is handled after submis-sion other than to say that a Game Master will investigate.

      Rocket League told you when action had been taken!

    8. Bloodborne’s narrative details and mechanics are too convoluted, intri-cate, and scattered for any one person to uncover on their own. If you wantto understand Bloodborne, then you must take to its community. A com-prehensive view of the game cannot be accomplished in a single play-through by a solitary player. It takes the collaboration of many playersand their countless, varied, subjective playthroughs to collect and archivethe knowledge necessary to even begin to understand the game.

      But most players won't. Considering most games have a finish rate of ~25%, this type of reading and interaction... is at most relegated to 10% of the playerbase, being optimistic. That can be a lot, but it's not "the mainstream" audience.

    9. By regardingplay as an appropriative activity that is situated in subject ivity, identity,and experience, this method expands opportunities for inter sectionalanalysis, illuminates diversities of play styles, and avoids t he reinforce-ment of an essentialist gender binary.

      Developed on the book Playthrough Poetics, and on the Conclusion of a posterior Jennings' article (https://www.gamejournal.it/a-meta-synthesis-of-agency-in-game-studies-trends-troubles-trajectories-s-c-jennings/).

    10. 70% (n = 91) of women and 54% (n = 116) of menalso disagreed with the statement that “men in the industry are educatedor informed on the issue of sexism.” Most of the boys’ club atmospherethat women cited as uncomfortable was rooted in unprofessional officeconversations that men were comfortable engaging in

      Extroverted sportsy, sex, gambling culture you mean? Being politicised, furry, and ace, I find those unremarkable, and often feel excluded of them too.

    11. Of all the jobs I have done, this is the most worry-free. It’s allabout playing online games. I play games anyway whenever I havetime, even if it is not for gold farming. Now I get paid for playinggames. This is killing two birds with one stone. What more can Iask for?

      Uh, dangerous!

    12. How is gold farming any different from deliv-ering box lunches?

      It isn't, and that's a problem I think... because you've normalised the consumerist service slavery to people that can ask for whatever and get it whenever.

    13. embodya post-feminist ethos regarding WIG initiatives. These women’s visibilityin the conservative production culture of gaming places them in a precari-ous position: while they may be the best positioned to champion a feministagenda like ECMGM, they must also navigate potential backlash fromcolleagues, the player base, and other key figures who could threaten theirjob security.

      There is a whole bundle of rationalisations there, provided by the male enterprise.

    14. Across industries in the United States,women are more likely than men to work part-time jobs, especially if theyhave children—38 percent of mothers compared to 4 percent of fathers(Allard and Janes 2008). Part-time work, however, is rare in the gamingindustry. As a result, female employees with children tend to take jobs inareas of the industry that offer more predictable hours. While thisresponse to working constraints may enable working mothers to balancework with childcare demands, working part-time frustrates career devel-opment. Part-time workers are less likely to land promotions and raises(Prescott and Bogg 2014)

      Dated, but surely the stats haven't changed that much.

    15. We all very quickly found that the interface of the Creator Mode wasnot particularly well-suited to creating our missions.

      No shit, Sherlock. Should've researched a bit before jumping into a 6 person project, don't you think?

    16. , I do not think that thereis any company on Earth that wants to be known as the one thatprovided a platform for creating a simulator where you forceyoung children to work in factories for ten cents a day.

      Molleindustria sorta did this.

    17. discussion of Augusto Boal’s (1979) alienating techniques. Frasca writes,“The scene always enacts an oppressive situation, where the protagonisthas to deal with powerful characters that do not let her achieve her goals,”and is “enacted without showing a solution to the problem” (64–65). Inthis method of Forum Theater, the scene is then repeated, and membersof the audience are encouraged to “interrupt the play and take over theplace of the protagonist and suggest, through her acting, thesolution thatshe envisions would break the oppression

      Loop games like Rue Valley, 12 minutes, Outer Wilds, Minit, or Oxen Free, hardly portray emancipation pathways. Replayable ones, like I Was a Teenage Exocolonist, or Papers, Please, might, but most roguelikes won't. Hades doesn't.

    18. if there is to be an ethics based on corporeality that is to be sensitive tosocial justice causes and, indeed, lead toward the fruition of social justice,undoing the distinction between real and virtual is the mostsignificantand important element

      Yes, but arguably you are talking more about the mind and body, as stated. You are talking about rape, and war, and dick picks, and blackmail, and death threats, doxxing. You are talking about invisible suffering. Depression, anxiety, and problems with addiction are not like a scar or a leg injury. They get often ostracised, and people are not taught how to share them to regulate them with help.

    19. n conceptual terms, using the Gamergate example, whenmen come to encounter women in the digital spaces of gaming culture—whether in-game or out-game communication is involved—they arerequired in an ethics of recognition to consider how to treat women in thecontext of scandal reporting/information.

      As in mutual respect: I tend for you, and you tend for me. An issue is that people may deny their vulnerability. They may dismiss it as any other attribute or sentiment. They may be infatuated with riches, and think they are immune behind the screen, relying on the trope that only girls cry, and that psych harm is separate from physical one. Further, practicing ethics of care requires a lot of time and continuous effort to minimise oneself, to revise and make one obsolete. To stop creating and start listening, to not pursue firstness, but secondariness, to be invisible, not acknowledged, not praised. It is tough, and can lead to burnout.

    20. example, choosing one’s Pokémon Go avatar in such a way as to match one’sself-perception of a gendered, racialized, or ethnic body i n terms of avail-able discourses of categorization—alternatively, of c ourse, to provide acounterplay and reflexively choose against the grain (Willson 2015, 20).

      If you play defensively, or a support role, or alone; if you have an effeminate name tag, skin, or cosmetics... you may be a target, through chat, for instance (but hackers could also track your IP in other ways).

    21. Pokémon Go players who have arrived bodily at the same Poké stop, or thosenon-playing bodies we encounter along the way. There is, in this contexttoo, a broader population of bodies that we will never meet and never knowbut who will be affected by decisions both ethical and unethical. This is topoint to the very complex “assemblage” between bodies, gaming, technol-ogies, socialities, and relational engagements that may occur in both localand digitally defined spaces but primarily also outside of it—for example,women who are made vulnerable to violence as a result of the Gamergatename-calling but who themselves are not participants in gaming

      Two arguments are being made here: First, player events impact non-players. Second: Players, even if thought invisible, leave bodily tracks.

      Player events can be festivals, performances, but also cultural shenanigans and terms like inting, or gg ez, which can convey a competitive way of narrating out of the gaming sphere. Players leave tracks the moment they download a game, in the form of cookies, if the game requires Internet connection or has an anti-cheat tool (Riot Vanguard), if it has a log that gets mixed with OS files, or if it has a public profile linkage like a Rocket League ranking tracker, modding store, Mario Maker level, Steam user, or Animal Crossing island. These are our creations, extensions —limbs— of ourselves, of our image, and ideas.

    22. This binary informs almost all scholarly writingon games and online play in the context of bodies

      Source? Notice we can't just focus on all the intersectionalities during an analysis. I for sure would love to only recommend Open Source games made by minoritised people through a local research citizen science exchange, in paid working labour condtions, without stolen content, no washing marketing campaigns, with accessibility features, with a proven social impact, and made using devices without rare exploitative materials... but this ain't possible.

      We pick our fights, for me it's biases, because they influence most of our daily acts, but activism has many other sides. I just don't think jumping into activism without awareness of bias is a safe avenue, as it can lead to radical violence as a means of change.

    23. radical separationof the body and the mind. This mythical separation, beginning from aCartesian framework

      Yes, but don't synonimise Plato's world of ideas to the Web's Internet of things. What I mean by this is that both are erroneous dichotomies, but they are different dichotomies. Believing in free will and a soul doesn't mean you separate the influences of the virtual-online, and the day-to-day physical space. They may be both real, but this conceptualisation can be a useful communicative tool to put into perspective that before globalisation you couldn't simply receive an email in 1 second from someone 10k miles away.

    24. Logged in as “Dead_in_Iraq,” DeLappe types the names of soldiers killed in Iraq, andthe date of their death, into the game’s text messaging system,such that the information scrolls across the screen for all users tosee. DeLappe’s goal is simple: He plans to memorialize the nameof every service member killed in Iraq.

      I hope it's not just American soldiers... and wydm just soldiers? If This War of Mine showed us something, it's that soldiers are not the only victims of war.

    25. Brianna Wu

      Beware, Brianna Wu is a TERF anti-peace "activist". She was not in favour of Palestine, and although she has post-traumatic stress disorder from GamerGate, she has once mostly switched sides.

    Annotators

    1. In Shaw’s research, finding a place to experience com-munity was more important for queer players than LGBTQ charactersbeing present in the game, and while gaymers didn’t purchase gamesfor queer content, they discussed games where queer content was in-cluded (2012).

      Meaning fanbases. Get together and talk about this gay character, to feel like you belong somewhere, to be socially validated.

      Yet, the character is the excuse to meet for the first time. Even if as time goes on this can change, the initial pulse comes from some media exposure, or someone sharing theirs.

    2. The data is also “unfiltered” – partic-ipants’ are less prone to adjusting their responses when voicing theirmomentary thoughts. These responses become a mix of experiences,reflections, etc., making them less linear. However, one weakness withthink-aloud is that the understanding of the responses can be limited.There can be gaps in, or a complete lack of, justifications and reasoning

      You have to train the person doing a think aloud. They also learn to do it if they engage in multiple sessions.

    3. For this purpose, self-curation can be a better alternativeto memorialization. In other words, the user can be responsible forthe curation of their own legacy prior to death.

      Aww, respect the wishes of those who aim to become forgotten!

    4. As Haverinen explains, RPGstransform an avatar into a character which represents “both the storyof the role-play and the personal interests of the player” (2014a, p. 157).She also states that “the communal spirit is usually strong among play-ers who have played together for hundreds of hours and often evenyears. They have shared their personal lives with each other, and have‘lived’ together in the story they have created for the game”

      I remember when my Disgaea save file got deleted... I cried!

    5. Sibilla and Mancini (2018) also high-light that identification is increased when players are given the abilityto customize their avatars.Sibilla and Mancini (2018) list two types of user-avatar identification:actualization and idealization.

      Would say representation and projection, I find actualization and idealization a bit blurry. I represent how I currently feel like, and create projections of how I would envision myself under other circumstances.

    6. devices like phonesand laptops (2014, p. 129). The data on these devices is frequently in-accessible, for instance due to password protection or because theinformation is scattered across multiple platforms. Nevertheless, thisdata holds material of strong emotional significance for the bereavedor the promise of uncovering new information, causing unnecessaryfrustration or hurt when they cannot be accessed.For this reason, there exists a need for designing hardware and soft-ware that account for a user’s death

      Services like Gmail have the option.

    7. Klass et al. (1996) propose the ‘continuing bonds’ model inwhich grief is not perceived in stages but instead it is seen as a rene-gotiation of the relationship the bereaved has to the deceased. Thistheory becomes relevant in the digital age due to an increase in digitaldeath practices that facilitate remembrance and allow the bereavedto maintain their connection

      Much like you don't let go of a friend who you've lost touch with, you may not let go of a deceased one, and instead adopt part of them on your way of living, an item, a common friend, a habit, etc. a means to honour this person, to keep their legacy out of respect.

    8. Web Disability Simulator

      This one is crappy, but I am sure you can find one where, I don't know, prior tab labels vanish (like oldies who don't know how to navigate, with nonsense symbols), and the mouse jitters, and text is small or low contrast and can't be read, or words jumbling around, would be a fun experience! And actually, you can check something here: https://www.disabilitysimulator.com/

    9. Furthermore, having multiple hours of uninterrupted leisure time tospend is a luxury for many. Availability of leisure time interacts withgender, social status and other factors. An analysis by the Office ofNational Statistics (2018) showed that men in the UK enjoyed nearlyfive more hours of leisure time per week than women – a disparity thathas grown wider during the 2000’s. They also found that people wholived alone took more leisure time than people living with children.

      Ooooh, but the game was not for them. I wonder how Nintendo does its testing...

    10. pos-itivism

      Note I skipped a large chunck of fairly unrelated history about sports, war, and measurement that predated videogames. Recently, there has been a large increase in data collection devices which is much more interesting.

      The datafication from phones, car GPS, AI, and radar war vehicle detection is much more in-line with game interfaces and game positivist metrics, KPI, retention, etc. Some of these have been instrumentalised for gamification, or speedruns too, like deaths/coins per-level, or playtime/speed.

      This is also inherited from inherited from Industrial school tests, IQ, Normality, Matrices, and the tabular accounting quantification of money, born in imperialist countries and urban gangs that tried to keep track of trading stocks.

      Arguably, per Kropotkin, this could be a form of rationing and a way to promote worker-guild control, so as to avoid top-down impositions from cartel pricing... which goes to show how far we've branched from games, and how economics the Enlightment science, and quantification aren't the devil, rather they have been repurposed as such, mainly through the industrial education system pipeline, and illusion of explanatory depth specialisation (which is harder to disentangle with ellusive numeric objectivist abstractions).

      There, you don't need to read those 15 pages.

    11. Carol Shaw, who createdmany games in the 1970s and 1980s for Atari and Activision, includingVCS Checkers, Qubic, and River Raid (See Fig. 6)

      Procedural generation games. Roguelikes, if you wish.

    12. Inthis context, increasingly complex rules or codes of behavior were de-veloped for sport hunting, including rules based in normative ethicssuch as, a hunter who wounds an animal must kill it as an act of mercy;killing a sitting duck is unfair; or hiding out to ambush a creature at asalt lick or watering hole is considered unsportsmanlike. The popular-ity of the sport hunting movement and commercial hunting led to ter-rible over-hunting, which eventually sparked the conservation move-ment

      A similar thing happened with fishing, you can see the book "Animals in Video Games and Humanity".

    13. While today game cul-ture, or more specifically ‘gamer culture’ refers to particular sub-set ofplayers of videogames, during the early 1800s game culture referredto people involved in the hobby of hunting for sport (Reynolds, McAl-lister & Ruggill, 2016). Part of what supported the rise of sport huntingas a popular pastime was the development of gun technology

      As different from football or other popular sports this is meant as a "private" and "individual" passtime, initially only for the burgeoise (then gun culture spread to all America).

    14. 1936 Olympic Games

      What follows is only partly new, but mainly no. Sports as at the work level are hardly games. People there don't play, they train, they work, they compete. Sports as competition is football, basketball, you may know more ancient forms of them... and they have rules, referees, time, and metrics like assists, goals, even dating very far back.

      The olympics of wrestling, of lifting, or ball throwing. They had metrics in the past, in Greece, in Rome. This ain't new, come on.

    15. Some researchers look at someone creating analternative history in a game, like a small country conquering the world,and see it that way. But my argument is that these types of alternativehistory creation, or counter-play, is essentially just replicating the logicof colonialism. You just happen to be the colonizer. Like, let me go con-quer England in the game – it’s still colonialism, right?

      The point being, there is exogenous, or what is forced from outside, and endogenous, or what is forced from inside. UK, France, Spain, etc. were and are colonialists countries that forced upon others their empire, and they still do, but in a more palatable less visibly violent fashion.

      They opress, homogenise, silence, displace, much like the US, Mainland China, India, or Mexico. Their internal dissidents, varied ideologies, immigrants, subcultures, languages, natives, are squished, minoritised, colonised.

    16. It’s literallyabout the colonisation of an entire galaxy. Those types of elements areso prevalent.But then there’s the more obvious ones like Age of Empires. Or, Em-pire: Total War. How these games work, and how they are meant to beplayed, there’s an unavoidable code there.

      Yes, arguably that is the game's goal, but as I see it, most of the game's players are actually very far from being mindless colonialists. They are not warmongers either. Instead, I see historians, economists, people that may be white, sure, but that are also concerned with whiteness, that try to tackle it by explaining it. Strategy games demand systems thinking that is somewhat incompatible with reductionist us vs them narratives.

    17. sages in their artifacts, viewers engage in a decoding process to in-terpret these artifacts. Hall describes three broad types of decodingthat viewers may participate in, even shifting between modes at times.

      Hall's dominant/hegemonic, negotiated, and oppositional is like Castell's legitimizing identity, resistance, and project, which is basically a rehashed virtue ethics by another name. You will deny it, but it maps onto right-wrong with a middle ground in between, or a conservatist-progressivist axis whereby one seeks perpetuation and another one seeks disruption, similar to Nietzsche and Camus in this sense.

      Are you the rebel, or the empire? Come on, this ain't new: Time in memorial has had preachers claim things need changing.

    18. Two major camps of thought could bedescribed as the prejudice reduction model, and the collaborative so-cial action model. The scholarship on prejudice reduction dates fromthe post Second World War era and centres on individuals in societywho hold positions of power and prejudicial opinions about those theyoppress.

      You must learn, and you must act. Both are needed for habit building and sustainable projects (community commitment to resist black swans).

    19. Larocco writes: “[...]empathy is an orientation to the other, one thatattunes to some aspect of the other’s feelings or emotions or thoughts[...] yet which may not engage with the other’s otherness at all. [...]Toput the point succinctly: feeling-with is not the same as feeling-for. [...]Empathy, for ethical behavior, is a crucial intersubjective vocalizer, butby itself as an orientation it may not direct the better angels of ournature to direct action.” (Larocco 2018, 3). Larocco here underscoresthe uncertainty around the potential of this empathic positioning, asthere are many possibilities along a spectrum, all the way from authen-tic identification with another to selective empathy that seeks to mis-construe the other as similar to the self, or identifies only with aspectsof the other perceived as similar to the self.

      @RealDidacticus

    20. This perspective on technology as an unproblematic labor saving de-vice fits well with so-called common-sense but wrongheaded ideasabout technologies as neutral tools (see Myth #1) that can smoothlyand easily take on the burden of labor from humans and increase ef-ficiency. This idea has been notably critiqued by Langdon Winner butalso many other scholars of Science and Technology Studies such asBruno Latour (1996) and Susan Leigh Star (1999)

      In a way, like with energy, which is not spent or generated but continuously transferred, we should not think in close yes-no, action-result. The event is part of a system, it's on the move, and efficiency doesn't emerge from nothing, it requires other work. I am not talking about zero-sum competition, we can most win with tech, but transformations like eye glasses or leg prosthetics need of workers on the other end, but by automatising them, we are just making them less visible, we are moving them from the artisan workshop to the factory or the mine. We'll have to wait a lot until this manual labour gets replaced by robotics, because once again, the trade-off is not "efficient" right now.

    21. The idea of using an immersive, interactive entertainmenttechnology such as a game or VR experience to ‘change minds’ via em-pathy (which is here understood as an almost involuntary, emotionalresponse) plays into a fantasy that neatly aligns with a privileged posi-tionality, seeking quick, easy, and relatively painless methods of mitiga-tion that fall far short of actual change. Worse yet, these projects aresometime tokenised and held up in hyper visible ways, that signal toothers that change has been achieved, when it has not

      Okay, I get it, snake oil vendors are the people who get popular and get government grants to do next to nothing, because the instruction is only a part of the process. Beyond unlearning and learning there must be a change of habits, and no single play session or workshop can achieve that.

      Yes, they can nudge toward visibility, but do they re-distribute? They can pinpoint and landmarks to look, and provide ways to not missbehave, but if they then need to be applied, and moral courage is not at its peak, as violence looms on the other side of the spectrum, these products can be almost a self-cleansing sterilisation tool, to merely perform predisposition to change, and to alleviate the cognitive dissonance of not doing so.

    22. The reason-ing may go something like this: if only we can use interactive or immer-sive technology to unlearn prejudice and inspire action, then the hard,painful work of the emotional and intellectual labor of coming to termswith prejudicial beliefs and attitudes could be made easier.

      Sounds feasible to me, let's see where this goes.

    23. for possession [...] If representational visibility equals power, then al-most-naked young white women should be running Western culture.

      Actually, that's the claim the manosphere makes.

    24. UnReal engine(2018), he examines the ways in which the the engine itself communi-cates embedded politics, which it also forces (or at least strongly en-courages) onto designers who work with it.

      The example is pretty shitty, but it's true that when you work in a commercial game company and you can flip assets and code, Unreal becomes very easy to use with first person shooting and enemies: It's purposelly built, like Fortnite UEFN.

    25. scanner found at airports today (see Figure 1). This example is dis-cussed in more recent scholarship from Sasha Costanza-Chock (2020),in which they identify the narrow ways the scanner conceptualises the‘normal’ and ‘safe’ human body, marking and penalising those with bod-ies deemed ‘different’ as dangerous, such as trans and disabled people.The capabilities of the core technology of the scanner, electromag-netic waves that bounce off of and detect the surface of the body, areonly meaningful for airport security purposes when put in relation to acomparative set of data marked as “normative” (and therefore “safe”)— and herein lie the embedded politics of the technology.

      I knew about the scanners, but I hadn't thought about the actual process! Upon lifting the veil, it makes sense that its usage as a visual sensory extension-augmentation is only tangible insofar as we used the data comparatively, like a medic would with Breast cancer or other illness - issue being here data gaps, and non-updating practicioners that do not know about minority illnesses.

    26. Winner analyses multipleexamples and ends up concluding that while it may be true that notall technologies have embedded politics, most do, and the question ismore one of degree. One example he looks at is the technology of theatom bomb

      What technology lacks politics? A food bowl? A door hinge? Even these have, to a low degree. A paramount example of politics in tech is the printing press, initially barred and then used religiously to spread the cath Bible.

      One could argue, like Byung Chul, that phones are religious. Capitalistically religious, therefore, political. Say, they could be sourced differently, yes, and in that sense they are not as political as our context and usage has weaponised them to be, which could be the counterargument.

    Annotators

    1. a collection of n soft-ware agents. The minimum size of n required toauthentically represent an actual group of real peopleusing software is a very relevant question, but we will notgo into further detail here

      Oh, okay!

    2. In summary, based on these observations, we believethat artificial societies with their representations of individ-uals, social networks, and the situated environment are themost promising paradigm to support policymaking when itcomes to modeling human behavior in a social contact.

      In summary? You didn't compare these to any alternative!

    Annotators

    1. To argue,one speaker in the Russian State Duma compared the lawagainst 'LGBT propaganda' with a “victory on a battlefield”(Meduza, 2022b). In this way, the government erases theOther (the queers) from video game culture by censoring itscontent. And then, it tries to fill the gap with propagandamaterials such as the anti-Western Smuta, the militaristicSparta, private military company promotions, etc.

      Equating videogames = vice, and war nationalism = virtue. One is framed as slacking while the other one is framed as serving your country.

    2. esthetics (admittedly associated with computer gameculture) to convince fans to join, which, in essence, meansjoining the war in Ukraine.

      Drone cams with joysticks and first person recordings are also becoming popular, and are game-like.

    3. Although the proposed project was rejected, the caseindicates the state’s interest in specific advantages ofgames and play.

      But also its dissinterest in games and play, as forms of culture. Culture is more often than not, anti-hegemonic, and Russian university students that aspire to design games could flip the purposes of this games engine. Anyhow, it's not like they couldn't use Open Source ones...

    4. An innovative strategy which hesees, and I affirm, “elides the dualism between tech-makingand spiritual strivings”(ibid).Much of this theorization and ethos hold titles such as“Afrofuturism” (Everett, 2009) or “Soulcraft” (Royston,2022) and valorizes embodied knowledges (Daniel, 2005. qtfrom Royston, 2022) from marginalized or racializedminorities.

      So, as I understand it, we should change ourselves to embrace more anti-consumerist anti-globalisation strategies (favouring more close "around the fireplace" gatherings) whilst we simultaneously create new spaces removing old ones, for migrating communities to arise (whilst simultaenously avoiding their uncritical reproduction that could lead to hegemonic fearmongering).

    5. Rainbowism or “rainbow nationalism“ (Gqola: 2001,qf Slade 2015) is described as an ‘unintentional‘ act of“invoking the rainbow nation as means of silencingdissenting voices with regards to the status quo in thecountry...[...] and with regards to race and apartheid past“(Slade; 2015: 3). The concept of the rainbow nation;censorship

      He's talking about self-censorship, burying the past, avoiding historical memory. The fears are in place, I'd argue, but simultaneously, for a society to really move on it must reconcile with its past and repair those who had been wronged, else the "survivors" remain silenced, displaced, existing but unseen... and this too can be the seed of radicalisation and accumulating hatred.

    6. For me, the task at hand was beyond fighting embarrassment,but finding accommodating tactics to initiate what I called“Incoko” (Dialogue in IsiXhosa language) around the oftenunderplayed and hidden forms of racialized domination in theSA videogames industry. Instead of asking “Who is theoppressor?” I thought it is appropriate for everybody toassume that the scene is already racialized, therefore anygenuine discussion must root from there, as opposed to thedichotomous shaming and defense strategies that prevail inmost settings. This to me is inspired by Boaventura de SousaSantos’s transformative critical tenor that “We don’t needalternatives; we need rather alternative thinking ofalternatives” (2018, viii). That we’ve been asking samequestions, and subsequently proposing redundant andirrelevant solutions for years

      Sure, infantilisation besets resentment... and skewed representations may co-opt/tokenise marginalised individuals as diversity hires... but don't we need to give visibility to them as a means to redistribute power? What is it we white males can do, if not taking a step back, staying in silence, and giving space?

    7. I noticed a discomforting sense ofwhite fragility (DiAngelo, 2018); condescension; andinvisibilized power plays in the ensuing emails.

      I wonder, did you share your strategy with them and explain why you thought it could be more effective?

    8. (young) adults, ready to do any kind of work as a refugee,just to escape crippling oppression, thus ridding theoppressive regimes of their dissidents while at the sametime providing cheap workforce for the global supporters ofthose regimes as merely another resource they can exploitas modern colonists, while constantly bringing war to theMiddle East for decades, all in the name of bringingdemocracy – or a fetishized version of it that is advertisedas synonymous with all kinds of freedom and prosperity

      Sure, sure... but, where are the references and how is this related to the article? I mean, I get the capitalist criticism, but this is vague and unexhaustive. Why import workers when you can outsource production and emissions as a whole, in less regulated places?

    9. “Some peoplesay... I mean our producers...” which shows how media reflectthe opinions of the people who control them.

      But that's terrible, don't you see! It leads to the generalisation that any journalist is untransparent, and that their reporting is missguided. How can watchdog independent journalism survive like this when it is tagged of ad-hoc political targetting?

    10. game gave theplayer “the opportunity to act out popular-culture fantasiesof middle-class youths,” and he also explained that “thereis a sense of the public sphere as a site of danger and awithdrawal from any commitment to political or collectivesocial agency that runs throughout the game.”

      Can you engage in activism, in farming, in policy reunions, teaching, cleaning, or other volunteering? No, you but you can go to shops of any kind!

    11. then-senator Hillary Clinton(2005) claimed that violent games made children violent(Tassi, 2016), and then-president Donald Trump blamedvideogames as one of the causes of school shootings

      This is a classical decoy that has just recently reversed!

    12. Interestingly, in GTA IV,an article on the in-game Internet says, “Long-termhealthcare can put a tremendous strain on finances,” whichreminds us that America might be the land of opportunity butonly until people get sick. In addition, when Roman, Niko’scousin, asks him if he likes America, he says it is allabout advertising, and the opportunities are not realbecause people get in debt for those opportunities and becomea slave for the rest of their lives. Moreover, thedescription of the game on the publisher’s websiteexplicitly states that Liberty City is a nightmare for thepeople who do not have money or status (Rockstar Games,n.d.).

      But you know what will happen right? This is anecdotal, often optional content, and its subtext goes unoticed for the main attraction which is actually following a materialist gaze: Guns, cars, mansions, designer clothes, prostitutes, riches of any kinds: Luxury, and being above law because you are an oligarch.

    13. (A) Mentoring and psychological support;

      Honestly, I kinda disagree with this one. Women shouldn't have to just "cope". That's the male playbook. We should strictly get rid of accusations, of insults, of "you are only there because of X male"... psych support entails giving in to meritocracy's zero sum game. Competition for the gain, at any cost. No. Players shouldn't feel burned out period.

    14. Most guys, when they see a girl, instantly conclude thatshe plays badly. Even if she’s actually a good player,it’s not enough for guys. If a guy and a girl of an equalskill make a mistake in-game, it’s okay for the guy, ithappens, but in case with the girl, she would do it “be-cause she’s a girl”, and not because even top tier playerssometimes make mistakes. Youtube has lots of fail montagesfrom female tournaments. Why point it out specifically,if any tournament has tons of mistakes.

      Indeed! Reminds me of cherry picked Islamophobic assault compilations. Ragebait. Polarisation devices. This can also lead perhaps not too trauma, but to imposter syndrome, to loss of confidence, to de-motivation, and burnout. Surely, males experience these too, but less frequently, and notably, on their own. Not sharing and taking a stoic toxic masculinity stance then builds up to projection, hate, impotency, outward attacks not so much as inner pitying (it's others who are wrong, and I must defend myself). There is a certain dread and anguish I feel sorry males have to go through, much unhealthier than fems.

    15. The attitude to mixed teams among ourinterviewees was also mixed: some highlighted the importanceof training together with men, and playing against men,

      It's harder to train hard without communal motivation, without relatives to play with. It's hard to improve without someone to best, without being allowed to play with people with high technical knowledge, communicative skills, and professional trainers + diet (enhancements) behind. It's even more complicated if basic game layers, like communication, chat, friends, are systematically barred for you. If doing so risks being insulted, harassed.

    16. Now they are just at different levels.It’s not realistic for women, they just won’t survive. Ifyou remove it now, they just won’t make it at the prolevel, no way.

      This. There is a layer of inheritance already in place. Past streamers were male, many of whom pro-players. They go on to train male teams, have male friends, they played more, and they can change games if needed. This is market saturation. Women will get no place because future places are occupated in advance. Who gets the early trial, previews, beta sponsored invitations (think Apex)? It's not her.

    17. Most male pros can quit university and dedicate themselvesto their gaming career, while females can not afford this.

      Wouldn't say "most", but sure! Sports too is very, very skewed male, which additionally gives them access to special grants and scholarships which women just don't get (particularly in Ivy US Universitites).

    18. women in competitive CS:GO. Their skills are almost nevermatched with equal popularity and, consequently, economicgains, in the established economy of attention. Thiscorresponds to the deficiencies in meritocratic valuationfound in society in general, especially in the USA

      Yet, this is the case exactly why? It doesn't just happen. It's because of the way the streamers talk, the examples they give, the banter they use, and the difference of having a masculine idol for male viewers, and a feminine one. I'd argue boys don't choose female celebrities as reference period.

    19. Due largely to unwelcoming public reception, all-femaleteams rarely compete with all-male teams in public, and whenthey do, they usually demonstrate lower results. However,if one looks at the average scores of female and male playerswho competed in roughly equivalent tournaments, it becomesmuch more difficult to justify the difference between prizepools. According to in-game statistics, professional femaleplayers are only 7% behind professional male players interms of skill-related metrics

      To be fair, there are many less women players, but still 7% is a notable difference at least in high leagues. Wouldn't say noticeable for most viewers, though.

    20. neither be bored nor overwhelmed

      For a long time! But they do need to be bored and overhwelmed at certain times, to expand their autonomy space, to make them reflect, to make them fail. Learning should not be linear.

    Annotators

  6. Nov 2025
    1. Accordingto an understanding of violence based on social systemstheory, the concept is neither physically nor structurallypredetermined. Instead, it focusses on the communication ofinevitability when attributing to action.

      In other words, violence as imposition.

    2. The result of this mechanic is one which allows players tofeel as if their selections have narrative and ingameconsequences, while subtly rewarding them for makingdecisions which lead to positive outcomes for characters.We defined ‘positive’ here as cessation of engagement withthe slave trade or awareness of their own culpability

      So, two routes that lead to the same ethical outcome. The way may be different, but the takeaway message remains, I dig it!

    3. Domsch suggests that for game choices to feel as if theypossess meaning, they must rely on three guiding principles:they must feel meaningful 1) by being difficult to achieve;2) by making their relevance ambiguous; and 3) by notproviding full gameplay information to the player, and onlysometimes providing full gameplay information. By presentingchoices with incomplete information, the player cannot applya mechanistic decision-making process to get the idealoutcome, and thus the choice feels more meaningful. Thisforces the player to rely on the game’s narrative structureand its broader fiction.

      Scarcity, Novelty, and Unpredictableness to build a dramatic arc with ups and downs.

    4. Meaningfully engaging with a recreated historical space isa very different experience from willingly believing in afantastic or futuristic alternative world. Questions ofhistorical authenticity, accuracy and meaning all arise,particularly with such a sensitive topic as the trans-Atlantic slave trade. Ensuring that every choice issupported by research also leads to a need for design choiceswhich explicitly support player engagement and embodimentin much the same way as a living museum might.

      Think of Assassin's Creed.

    5. We anticipate that this writing process willcontinue for some time, as our team has committed to ensuringthat communities in Sierra Leone approve of ourrepresentation of what is their cultural heritage andhistory. This is time-consuming but an important act ofanticolonial narrative collaboration.

      Perhaps, but so are many more. Not relativising a minority, I am arguing people still have problems, and there are more efficient ways to bridge them, or bring awareness. I believe this should be a key consideration when creating for impact, because the team composition and motivation can flail when projects become too long and there is no economic backup or money return for the time spent. Volunteering can lead to burnout too.

    6. Tomba and an unnamed woman weredescribed as being leaders of an abortive slave revolt aboardthe slave vessel Robert, captained by a Robert Harding fromEngland. While their attempt was unsuccessful, our teamagreed that it represented African resistance, and shouldbe the key central narrative. We decided that the unnamedwoman should be the same individual as the Temne narrativeguide, who has been reborn and wishes her story to be told.This is consistent with Temne traditions and spirituality

      Respect given to the participants, who are not objects, but subjects!

    7. The initial intention behind Bunce Island: Through theMirror was only to produce a high fidelity immersive digitalenvironment

      (and it ended as that, I've checked, unavailable, as it is common with these kinds of university-based games)

    8. majority Temne and Mende peoples, and the smaller indigenouscultures such as the Limba, Loko and Kuranko. What we seein effect is a complex and varied tapestry of cultures andpeoples into which the European travellers and traderssailed and then settled. Those newcomers intermarried withmany coastal families, and from those unions arose Afro-European families which grew to dominate the coastal trade

      Don't homogenise a culture (like Asia, or China), there is internal colonisation too (interstate nations, flags), with diverse traditions (which, btw, some of the locals may not follow or be accord with).

    9. In part, this aspirational aspect was due to the financialsituation of the London-based Royal Africa Company (RAC)early on; those responsible for the fort were chronicallyunderfunded and typically owed money, as seen through anextensive correspondence by the chief factor, RobertPlunkett, requesting supplies in the early eighteenthcentury.3 Those who worked at Bunce were isolated by distanceand the time period from close oversight by their companyofficials.

      About communication delay, which now is much uncommon, but still happens in some rural areas.

    10. Just 502.9 metres by 106.7 metres (1650 feet by 350 feet),the island is small, which made it attractive to the slavetraders intending to build a fort there. Local accountsdescribe how Tasso was the first site considered for a slavefort, but proved unsuitable due to the breadth of terraininto which an escaped slave could flee. Bunce was thereforedeemed a better site and had the advantage of lying justbefore the point where the river grows too shallow for deep-water vessels to navigate.

      Chokepoints, vigilancy guard towers, straits. Kinda reminds me of The Witness architectural analysis (https://www.gdcvault.com/play/1020552/The-Art-of-The).

    11. literature on this complex relationship andsystem

      Accuracy requires economic, cultural, political, and scientific research (reading books/articles), to convey a coherent system without plot holes.

    12. Webegan to ask questions like in what type of homes thesepeople might live in. Would their homes be made of stone orof wood? What kinds of stone would they have chosen? Howmight they dress?These questions, distinctly practical, sparked others, andthe close re-reading of traveler accounts began to shedlight on new ideas and problems. Anna Maria Falconbridgedescribed orange trees at Bunce Island in the 1790s; werethese planted deliberately to address scurvy on board slaveships? Falconbridge describes seeing these trees growingnaturally along the shores of the rivers she and her husbandtraversed in the estuary, indicating that these oranges werea native variety.

      Adapt to the geography, or adapt the geography. Foot voting is a myth, we are born unequally because of material distribution. Also note, getting into most of these details may be not feasible, so focusing on a few, and explaining how they are interconnected and have ripple effects to now (takeaway) is a must for learning.

      Students should ask one simple question more frequently in classrooms: Why are we doing this?

    Annotators